The coloring is easy enough to do: http://opendayz.net/threads/collection-of-cool-colour-corrections.9267/
Couldn't figure out how to do the ash though.
Couldn't figure out how to do the ash though.
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_hndl = ppEffectCreate ["colorCorrections", 1501];
_hndl ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
_hndl ppEffectCommit 0;
_hndl ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
_hndl ppEffectCommit 3;
_hndl ppEffectEnable true;
//--- Wind & Dust
[] spawn {
waituntil {isplayer player};
setwind [0.201112,0.204166,true];
while {true} do {
_ran = ceil random 5;
playsound format ["wind_%1",_ran];
_obj = vehicle player;
_pos = position _obj;
//--- Dust
setwind [0.201112*2,0.204166*2,false];
_velocity = [random 10,random 10,-1];
_color = [1.0, 0.9, 0.8];
_alpha = 0.02 + random 0.02;
_ps = "#particlesource" createVehicleLocal _pos;
_ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj];
_ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0];
_ps setParticleCircle [0.1, [0, 0, 0]];
_ps setDropInterval 0.01;
sleep (random 1);
deletevehicle _ps;
_delay = 10 + random 20;
sleep _delay;
};
};
//--- Ash
[] spawn {
waituntil {isplayer player};
_pos = position player;
_parray = [
/* 00 */ ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],//"\Ca\Data\cl_water",
/* 01 */ "",
/* 02 */ "Billboard",
/* 03 */ 1,
/* 04 */ 4,
/* 05 */ [0,0,0],
/* 06 */ [0,0,0],
/* 07 */ 1,
/* 08 */ 0.000001,
/* 09 */ 0,
/* 10 */ 1.4,
/* 11 */ [0.05,0.05],
/* 12 */ [[0.1,0.1,0.1,1]],
/* 13 */ [0,1],
/* 14 */ 0.2,
/* 15 */ 1.2,
/* 16 */ "",
/* 17 */ "",
/* 18 */ vehicle player
];
_snow = "#particlesource" createVehicleLocal _pos;
_snow setParticleParams _parray;
_snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0];
_snow setParticleCircle [0.0, [0, 0, 0]];
_snow setDropInterval 0.01;
_oldPlayer = vehicle player;
while {true} do {
waituntil {vehicle player != _oldPlayer};
_parray set [18,vehicle player];
_snow setParticleParams _parray;
_oldPlayer = vehicle player;
};
};
_null = [] execVM "custom\effects.sqf";
Here ya go
Code:_hndl = ppEffectCreate ["colorCorrections", 1501]; _hndl ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; _hndl ppEffectCommit 0; _hndl ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; _hndl ppEffectCommit 3; _hndl ppEffectEnable true; //--- Wind & Dust [] spawn { waituntil {isplayer player}; setwind [0.201112,0.204166,true]; while {true} do { _ran = ceil random 5; playsound format ["wind_%1",_ran]; _obj = vehicle player; _pos = position _obj; //--- Dust setwind [0.201112*2,0.204166*2,false]; _velocity = [random 10,random 10,-1]; _color = [1.0, 0.9, 0.8]; _alpha = 0.02 + random 0.02; _ps = "#particlesource" createVehicleLocal _pos; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj]; _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0]; _ps setParticleCircle [0.1, [0, 0, 0]]; _ps setDropInterval 0.01; sleep (random 1); deletevehicle _ps; _delay = 10 + random 20; sleep _delay; }; }; //--- Ash [] spawn { waituntil {isplayer player}; _pos = position player; _parray = [ /* 00 */ ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],//"\Ca\Data\cl_water", /* 01 */ "", /* 02 */ "Billboard", /* 03 */ 1, /* 04 */ 4, /* 05 */ [0,0,0], /* 06 */ [0,0,0], /* 07 */ 1, /* 08 */ 0.000001, /* 09 */ 0, /* 10 */ 1.4, /* 11 */ [0.05,0.05], /* 12 */ [[0.1,0.1,0.1,1]], /* 13 */ [0,1], /* 14 */ 0.2, /* 15 */ 1.2, /* 16 */ "", /* 17 */ "", /* 18 */ vehicle player ]; _snow = "#particlesource" createVehicleLocal _pos; _snow setParticleParams _parray; _snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0]; _snow setParticleCircle [0.0, [0, 0, 0]]; _snow setDropInterval 0.01; _oldPlayer = vehicle player; while {true} do { waituntil {vehicle player != _oldPlayer}; _parray set [18,vehicle player]; _snow setParticleParams _parray; _oldPlayer = vehicle player; }; };
Post apocalyptic color, wind/dust and ash.
I can't see the ash on our cherno server, might have to play with the parameters. But it works.
Create an "effects.sqf" paste this code to it. Then copy it into a your custom folder in your mission pbo.
In your init.sqf, add this anywhere in your "!isdedicated" block
Replace "custom" in your call params to whatever you use.Code:_null = [] execVM "custom\effects.sqf";
Profit.
well thanks for doing the leg work. I know theres an earthquake mod out there you could add to this to give you the same feel, also Im sure you could pull the nuke script from the mission and you could have the huge plumes of smoke (not an actual nuke) and it'd have a really cool atmosphere! good luck budIts pretty much a direct replica of the video you posted. I can't take credit for it, as I fished the interwebz for a while to find it. But my Cherno players love it, and I'm sure your's will too. Now I just need a random nuke every so often to finish the tone![]()
heck even just the coloring and atmosphere /fallout debris would be pretty sweet although I'd bet some of that would require a new mod. Im actually surprised no one has made a mod similar to this, kind of like a Fallout meets DayZ. Oh well, I'll keep dreaming!
well thanks for doing the leg work. I know theres an earthquake mod out there you could add to this to give you the same feel, also Im sure you could pull the nuke script from the mission and you could have the huge plumes of smoke (not an actual nuke) and it'd have a really cool atmosphere! good luck bud
I actually found it not 2 minutes after asking haha, instead of searching with the forum search bar, I used google and it came right up. go figure. One question regarding this script for the effects....
_snow = "#particlesource" createVehicleLocal _pos;
_snow setParticleParams _parray;
_snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0];
_snow setParticleCircle [0.0, [0, 0, 0]];
_snow setDropInterval 0.01;
_snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0];
Back to the main subject, the nuke event...could scripts be mashed together, in a working fashion, and have the nuke used as an event? Like the heli crashes? This way its random, and not on a set location every time? I'm fixing to get creative.....maybe lol