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Found 6 results

  1. Hi there, I'm running into a pesky problem here, even though I put the fog off in the exile_server_config.pbo, it still gets hella foggy when its getting early morning. Below are my settings: keyframes[] = {"Sunny"}; class Sunny { fogValue = 0.0; fogDecay = 0.0; fogBase = 0.0; overcast = 0.0; waves = 0.2; wind = 0.25; gusts = 0.1; rain = 0; lightnings = 0; rainbows = 0; }; I'm also running infistar: /* Terrain Grid Value */ TGV = 45; /* ViewDistance Value */ VDV = 1700; /* ObjectViewDistance */ VOV = 1700; /* ShadowViewDistance */ SVD = -1; Any solution? Thanks.
  2. hello all i have a small issue ..im using a fog script but i want to change the fog to appear on day and night ...or just day Either is fine this is the default script another simple way is...how can i make the fog appear at day? // Ground Fog - TorturedChunk - Kaysi - mmmyum @ OpenDayZ.net //Modify By CNSU waitUntil {!isNull player}; doofog = { private ["_obj","_pos","_fog1","_fog2","_fog3","_inVehicle"]; _inVehicle = (vehicle player != player); if (_inVehicle) then { _obj = (vehicle player); } else { _obj = player; }; _pos = position _obj; _fog1 = "#particlesource" createVehicleLocal _pos; _fog1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0, [7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj ]; _fog1 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0]; _fog1 setParticleCircle [0.001, [0, 0, -0.12]]; _fog1 setDropInterval 0.01; _fog2 = "#particlesource" createVehicleLocal _pos; _fog2 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0, [7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj ]; _fog2 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0]; _fog2 setParticleCircle [0.001, [0, 0, -0.12]]; _fog2 setDropInterval 0.01; _fog3 = "#particlesource" createVehicleLocal _pos; _fog3 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0, [7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj ]; _fog3 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0]; _fog3 setParticleCircle [0.001, [0, 0, -0.12]]; _fog3 setDropInterval 0.01; _this setVariable ["playerfog", floor time + 5]; sleep 120; deleteVehicle _fog1; deleteVehicle _fog2; deleteVehicle _fog3; }; [] spawn { while {true} do { if(daytime < 7 || daytime > 23) then { if (player getVariable ["playerfog", -1] < time) then { player setVariable ["playerfog", floor time + 5]; player spawn doofog; sleep 120; }; }; }; };
  3. TSG EXILE|25K|XM8|++| (++)

    he dark & omnius era begins, now, you can only try to survive in these hostile conditions... Can you handle it? TSG is not dependent on player donations, TSG in its whole is funded by ImThatGuyM8 and in part Madros55, this is and always will be a hobby project to hone and improve my skills, and in turn create something awesome in the process for you all to play on. We are not going away, we are here to stay. Enjoy! (Oh and we are not like most admins, we will never charge you for anything, we even give away a support crate to new players, as a welcome to our madness!) Server Ip: 85.195.88.75:2312 - TSG EXILE|25K|Highly Customized Survival - 30 Slot, Non-Reserved, Tanoa (Apex) 4 hour restart - Automatic Warnings, Auto lock/Kick Day/Night Vote Disabled - Static server time is between 15.30 - 19.30 (Day/dusk/night in 4 hours) - 2 hour day, 1 hour dusk and 1 hour night Weather, Fog & World Events - 16,5% chance of Sunny, 33% chance of Cloudy and 49.5% chance of thunderstorm/Lighning - Creates a local fog around every player when it starts to get dark - Starts halfway through the restart shcedule, 2 hours in Custom loot spawns - Ordinary Exile items and TSG Mod list loot table Custom Vehicle Trader Menus & Content - Offroad, Armed, Armor, Sports, Exile Cars and Trucks Custom World Map Vehicle spawn - HAP, FMP & Exile (True to the theme of TSG) 25K poptabs Start Bonus (Locker) w/ Axe and a backpack + misc items - Free Support Crate Welcome Package if you register at our forums (Wood or Concrete) (In some rare occasions both) Upgraded Terretories - Level 1 - 11 (Information below) Build, explore & survive - Highly customized survival server - Things can change, change with it - By night, be careful, the raider group is ready to kill you when they find you Advanced Towing - Land/Air/Sea - You need rope to attach to cars (Buy it from Hardware Trader) - Enter all towed vehicles as driver, or it will not work. - Max towing capacity: 3 car/truck/boat line (i.e the you drive one and tow two more behind you) DMS & Exile Occupation (serverside) Roaming Missions - 3 Bandit missions running at any given time (21 in the pool) Roaming Vehicle AI - 5 Vehicles each restart - Kill all AI to unlock cars/Trucks - Rare AI Vehicle Spawn % = 12 (Armed) Random spawning loot crates with AI guards - Custom loot (HAP/HVP/CUP + Exile Items) - Rare item spawn is 15% Dayz style helicrashes - Custom loot (HAP/HVP/CUP) - 5 Crash sites each restart - Rare item spawn is 20% TWD Zombies - Slow walkers(Low reach) - Agressive Zombies (Hungry) - Legally blind Zombies, but they will hear you break wind 100m away. Required Mods: - CBA_A3 - CUP Weapons - Hobo's Arma Pack - Frenzied Mod PAck - Arma 3 Apex DLC - Ryan Zombies & RZInfection - Exile (Who would have known, right?) ...All of which are available on A3Launcher and Arma Launcher (Steam) TSG has 3 types of in-game Exile Admins, each with their own tasks /* Admin class 1 (root) */ root Access - Can do anything, even better than you? /* Admin Class 2 (Support) */ In-game Player Support - Spawn in missing/glitched items/vehicles, kick/ban, Teleport, Spectate, delete Vehicles /* Admin Class 3 (Moderator) */ Kick & Tempban - Basically kick or ban offensive or abusive players, and hackers... TSG Login Reward; _tier1 = 5; //Adds 1x food + 1x drink _tier2 = 10; //Adds 1x random food + 1x random drink _tier3 = 15; //Adds 1x magazine _tier4 = 20; //Adds 1x magazine + 1x drink _tier5 = 25; //Adds 1x magazine + 1x random drink + 1x random food _tier6 = 30; //Adds 1x magazine + 1x ductape/instadoc _tier7 = 35; //Adds 1/2x magazine + 1x ductape/instadoc _tier8 = 40; //Adds 1/2x magazine + 1/2x ductape/instadoc _tier9 = 45; //Adds 1/2x magazine + 1x ductape + 1x instadoc + 1x random food + 1x random drink _tier10 = 50; //Adds 1/2x magazine + 1x ductape + 1x instadoc + 1x random food + 1x random drink + 1x beer TSG Territory System; Price Radius Objects {5000, 20, 50 }, // Level 1 entry fee {1000, 25, 75 }, // Level 2 {2500, 30, 10 }, // Level 3 {5000, 40, 125 }, // Level 4 {10000, 50, 150 }, // Level 5 {15000, 60, 175 }, // Level 6 {20000, 70, 200 }, // Level 7 {25000, 80, 250 }, // Level 8 {50000, 90, 300 }, // Level 9 {75000, 100, 400 }, // Level 10 {100000,110, 500} // Level 11 (NEW) TSG Database Information; // Remove all deleted items from the database after X days permanentlyDeleteTime = 3; // Remove all territories (and contructions + containers in it) that were not paid after X days territoryLifeTime = 14; // Remove all containers outside of territories that have not been used for X days // Example: Tents containerLifeTime = 7; // Remove all constructions outside of territories that are older than X days or not moved for X days // Example: Work Benches constructionLifeTime = 2; // Remove all vehicles that were not moved/used for X days vehicleLifeTime = 7; // Set safe as abandoned abandonedTime = 7; // Deletes a base X days after the flag is stolen if the ransom money isn't paid stolenFlagLifeTime = 3; // Sets door & safe pins to 0000 and marks safes to abandoned X days after the flag is stolen if the ransom money isn't paid unlockLifeTime = 2;
  4. Since Exile is highly customizable, as the matter of fact Arma 3 has a decent amount of variables to adjust, and/or to make to extend functionality. We're all waiting for Namalsk to be finished, and we've seen snow, etc etc.. Which all in all looks real nice. So I've been playing around for the entire weekend, and came up with following so far for Chernarus Winter Snow & Blizzards - The snow & blizzards are completely random. (More to come soon.) Breath fog (Should work in Multiplayer, but not tested yet!) - Frequency will increase gradually and with some randomness when player is moving fast enough (running). And automatically decrease once stamina / fatigue has been restored to an acceptable level, and player is walking / jogging. Ground fog (Not Server/MP compatible *W.I.P.*) - Currently only a local effect executed on players, which means that the ground fog is not globally on server, although I'm still working on finding a solution so all players have the same levels of fog, and it looks exactly the same for all, but this is tricky with particles unfortunately. I may add compatibility for zones, which will work server-side, so you can define zones where the ground fog should be present. Still a long way to go, but so far it looks pretty good, and creepy as fuck
  5. There is fog for a couple hundred meters just before the max viewDistance. I've increased my server's max viewDistance to 2400m but the fog restricts effective sight to around 1800m. Does anyone know how to reduce the depth of this fog? I'm thinking around 200m of fog will provide enough 'fade out' so it doesn't look like the world suddenly ends.
  6. Newbie scripting question here, all advice is welcome. A friend wants fog to appear in his Exile server during certain hours. Been playing around in the editor and this seems to work: _date = date; // If it's after 9pm, roll in fog over 60 seconds. if (date select 3 >= 21) then { 60 setFog [1, 0, 0]; } // If it's after 9am then clear the fog. else if (date select 3 >= 9) then { 60 setFog [0, 0, 0]; }; How would be the best way to implement this into Exile? Save as customFog.sqf, and add: execVM "scripts\customFog.sqf"; to our init.sqf would load the script but, as far as I'm aware, only check the time once. So how do we keep checking without affecting performance? Thanks. UPDATE: Had a thought, could we use waitUntil ? // Would add the fog at 9pm but never clear it? waitUntil {date select 3 >= 21} { // Draw fog code } // Clear it? waitUntil {date select 3 >= 9} { // Clear fog code } Would that work? Will play with the Editor in the morning, is 3am here.