Possible Nuke script / fallout like experience on server?

the coloring could be done with a color filter. The atmosphere/ fallout debris has been done. I know I've seen it somewhere before, but can't remember where. :(
 
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
Code:
_null = [] execVM "custom\effects.sqf";
Replace "custom" in your call params to whatever you use.

Profit.
 
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
Code:
_null = [] execVM "custom\effects.sqf";
Replace "custom" in your call params to whatever you use.

Profit.

pretty awesome, I fished my wish! I'm running snow and coldness for the winter time, but when that's done, this will be f-ing great! you sir deserve a cookie.
 
Its 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 ;)
 
Its 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 ;)
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
 
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!

The color correction is easy as already posted, wind and ash as well. The rumbles can be created using the earthquake script. Then juice up the dynamic weather and you have some great apocalyptic atmosphere.
 
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' ve tried to add a smokeplume on my server but struck a brick wall and gave up.
I used this thread: http://opendayz.net/threads/nuclair-smoking-plume-other-smoking-plume.15272/#post-83343

But, thinking back I might have had more luck calling it in the sqf attatched to a vehicle or barrel or something. Dang.
 
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....
I want to make the ash more visible and as I understand it, I need to change these values.
Code:
    _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;

but I hesitate to make changes to any of these values because I don't understand what they represent or how I would go about making the ash more visible. Any pointers would be much appreciated. thanks
 
lol welllll looks like you edit this line here
Code:
_snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0];

possibly this part right here?
, 0.01

guess we'll wait and see what others say until I get impatient and just start pressing buttons :D
 
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
 
maybe we should make a new and separate thread for the effects.sqf script and any questions so we're not clogging up this thread which is just for the nukes.
 
ummm so i have a working dynamic atomic explosion that requires no triggers and like i said...dynamic.So uh, ya. Its partly from a script another person wrote. I do not claim the actual nuke just the mechanics for dynamics on it.
 
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

This is actually what im doing already. There is a nuke script out and i modded it to be dynamic like heli crashes and have a sleep timer. I made the sky change color for 60 sec before the nuke for a warning. This is in arma 3 but it was ported from arma 2 so it should be fine. The way it works is the sky changes for everyone....then after 60 secs if your within 2000 meters you will hear the exlposion and see the flash of light...if your within 800 meters you will be destroyed along with everything else lol
 
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