tri3
New Member
This script is working very well in my Celle server.
Thx Axeman
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This script is working very well in my Celle server.
Thx Axeman
What settings did you give to the fog to create it thick and low like it is here?
class Item3
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={9030.6191,14.67,2713.5688};
id=2;
side="LOGIC";
vehicle="Logic";
leader=1;
skill=0.60000002;
init="[this, 300, 300] exec ""fog.sqs""";
};
};
It is a cool mod but requires a list of dependencies: CBA & XEH. I looked at this briefly when working out the house lights. Am pretty sure it doesn't account for the fact that street lights are banned in dayZ, it assumes they will be set to automatic, and am guessing that houses wouldn't have the ambient light source, as this was an extra, custom, requirement..Why not use AEG? or is this the same thing?
http://forums.bistudio.com/showthread.php?124123-AEG-ArmA-Electrical-Grids-(Script-Pack-and-Addon)
Was looking good when I jumped on the server last night.Hope mine works when it goes night time ive done evrything right i think and its been checked axeman
They work well togetherI love how a lot of people are using your streetlights with my ground fog guide the effects look great guys!
Has anyone managed to get the time based fog to work properly?
It is a cool mod but requires a list of dependencies: CBA & XEH. I looked at this briefly when working out the house lights. Am pretty sure it doesn't account for the fact that street lights are banned in dayZ, it assumes they will be set to automatic, and am guessing that houses wouldn't have the ambient light source, as this was an extra, custom, requirement..