smoke grenade. Longer time?

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Pedersen
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smoke grenade. Longer time?

Post by Pedersen » 2007-10-03 20:07:29

Is it possible to make the smoke grenade last longer?
Now they end before the Huey even get to LZ.

Maby if you build a FARP there should always be a green smoke up on it?

Bigpickle
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Post by Bigpickle » 2007-10-03 20:10:25

good call

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Post by Snake Man » 2007-10-03 20:36:13

I dont know config wise right now if there is one and simple value for this, but anyway I have added this idea/request to our bugs list and try to see if it can be added to the upcoming patches.

What would be realistic time for smoke grenade to emit smoke in real life, is it always set time or did it vary a bit etc?
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Pedersen
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Post by Pedersen » 2007-10-04 00:02:01

I check the time ingame and its about 50 - 55 sec long from you throw it.

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Post by Snake Man » 2007-10-04 00:18:23

Thanks for the time test :)

Anyone have info how long signal smoke grenades emit smoke in real life? I'd like to add that value if it indeed is configurable.
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DMarkwick
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Post by DMarkwick » 2007-10-04 00:21:07

Hi guys. I just did a test and I can get the smoke 'nades to last as long as you'd like. I just tested it with a 10 second life.

My smoke effects addon has an improved smoke grenade effect, but only in the visual, I haven't touched the time.

BTW, the default config setting for smoke grenades is 60 seconds.

*EDIT*

Here is the config for it, straight from my addon. The value you need to change is called timeToLive. This snippet includes my smoke effects addon changes, which makes the smoke a little less "particley".

Code: Select all

class CfgAmmo 
{
	class Default;
        class Grenade;
        class GrenadeHand;
 };

	class SmokeShell : GrenadeHand {
		model = "\ca\Weapons\anm8_white";
		hit = 5;
		indirectHit = 2;
		indirectHitRange = 0.2;
		cost = 100;
		simulation = "shotSmoke";
		explosive = false;
		deflecting = 60;
		explosionTime = 2;
		timeToLive = 60;
		soundHit[] = {"", 0, 1};
		smokeColor[] = {1, 1, 1, 0.3};
		
		class Smoke {
			interval = 0.01;
			cloudletDuration = 4.0;	// time to live (not including fades)
			cloudletAnimPeriod = 1.0;	// animation speed
			cloudletSize = 0.55;
			cloudletAlpha = 1.0;
			cloudletGrowUp = 1.5;	// grow-up time
			cloudletFadeIn = 0.5;	// fade-in time
			cloudletFadeOut = 10.0;	// fade-out time
			cloudletAccY = -0.3;	// vertical acceleration
			cloudletMinYSpeed = 0;	// vertical speed range
			cloudletMaxYSpeed = 10;
			cloudletShape = "\ca\data\cl_basic";
			cloudletColor[] = {1, 1, 1, 0.3};
			initT = 1000;
			deltaT = -500;
			
			class Table {
				class T1 {
					maxT = 0;
					color[] = {0.7, 0.7, 0.7, 1};
				};
				
				class T2 {
					maxT = 1000;
					color[] = {0.4, 0.4, 0.4, 1};
				};
			};
			density = 1.0;
			size = 1.5;
			initYSpeed = 1.0;
			timeToLive = 50;
			in = 3.0;
			out = 2.0;
		};
	};
	
	class SmokeShellRed : SmokeShell {
		model = "\ca\Weapons\m18_red";
		smokeColor[] = {1, 0.25, 0, 0.3};
	};
	
	class SmokeShellGreen : SmokeShell {
		model = "\ca\Weapons\m18_green";
		smokeColor[] = {0.2, 0.8, 0.2, 0.3};
	};
};

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Post by Snake Man » 2007-10-05 15:55:35

Thanks DMarkwick, actually I read your post... before you edited it. I now came back to the topic and was suprised to find your code, hehe, one of the reasons why I dont like edits :)

I was thinking, any chance you Effect Expert could help us out, I mean right now our napalm looks quite gamey and would definitely need some improvement on colour and timetolive (its way too fast now in my opinion).

image 1

image 2

image 3

Also going already bit offtopic, but the Daisy Cutter would need some sort of effects, I mean some big fat huge smoke cloud and shockwave that really throws players off their chairs when they see it. In your experience, is those huge smoke effects possible to do without causing a CPU slowdowns? I mean can you do high performance effects in ArmA?
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Post by Bigpickle » 2007-10-06 12:14:01

if you can give it a nice big 'shroom ' cloud, also as an after thought, if there is a way the make the concussion waves more noticeable it should be done, as the humid temp in Vietnam made the concussion waves very distinct.

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Post by Pedersen » 2007-10-06 13:05:20


Snake Man
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Post by Snake Man » 2007-10-06 15:06:54

Does anyone find a napalm clip that shows footage from the ignition until the flames go out. I'd like to have better idea how long the flames burn.
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i_hawk
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Post by i_hawk » 2007-10-08 16:17:58

Snake Man wrote:Does anyone find a napalm clip that shows footage from the ignition until the flames go out. I'd like to have better idea how long the flames burn.
I'd say anything between 15-25 seconds will make sense... at least for an airborne dropped Napalm bomb...
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Post by DMarkwick » 2007-10-11 20:46:07

Pedersen wrote:here u got a smal napalm clip

http://www.youtube.com/watch?v=89xiL53q ... G%20Napalm
Is that really Napalm? I reckon I've already got the particles to emulate that.

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Post by DMarkwick » 2007-10-11 20:52:32

Snake Man wrote:I was thinking, any chance you Effect Expert could help us out, I mean right now our napalm looks quite gamey and would definitely need some improvement on colour and timetolive (its way too fast now in my opinion).
I'd like to know more about how the current effect is initiated. Looks like a lot of huge particles there :) how is it for performance?

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Post by Snake Man » 2007-10-11 21:13:33

Its created by this command:

Code: Select all

_smoke = "VTE_Napalm_Smoke" createVehicleLocal [_x,_y,_z];
Which is ran 20 times on random locations around the bomb impact point.

And the smoke itself:

Code: Select all

	class VTE_Napalm_Smoke: SmokeShell
	{
		simulation = "shotSmoke";
		class Smoke
		{
	      		interval = 0.3;
			cloudletDuration = 1;
			cloudletAnimPeriod = 3;
		   	cloudletSize = 4;
			cloudletAlpha = 0.08;
			cloudletGrowUp = 0.5;
			cloudletFadeIn = 0;
			cloudletFadeOut = 25;
			cloudletAccY = 1;
			cloudletMinYSpeed = 3;
			cloudletMaxYSpeed = 9;
			cloudletMaxXSpeed = 1;
			model = "\ca\Weapons\m18_red";
			cloudletShape = "\ca\data\cl_basic";
			cl_basic = 0;
			cloudletColor[] = {1,1,1,0};
			initT = 1000;
			deltaT = -200;
			class Table
			{
				class T1 { maxT = 0; color[] = {0,0,0,.4}; };
				class T2 { maxT = 800; color[] = {.8,.6,.3,.75}; };
				class T3 { maxT = 1000; color[] = {.9,.5,.1,.5}; };
		  	};
		  	density = 1;
			size = 3;
			in = 0;
			out = 0;
			initYSpeed = 1.5;
			timetolive = 300; // live for 5 minutes
		};
		class Light
		{
			Shape = "kouleSvetlo";
			color[] = {0.5000, 0.200, 0.0, 0.0};
			ambient[] = {0.30000, 0.15000, 0.0000, 0.0};
			position = "light";
			size = 0.7;
			brightness = 0.7500;
		};
	};
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Post by T_Rex » 2007-10-12 01:27:22

DMarkwick wrote:
Pedersen wrote:here u got a smal napalm clip

http://www.youtube.com/watch?v=89xiL53q ... G%20Napalm
Is that really Napalm? I reckon I've already got the particles to emulate that.
I don't think that is "real" napalm, but some sort of simulation.

Here's real:
http://www.youtube.com/watch?v=9nF92HgC ... G%20Napalm
http://www.youtube.com/watch?v=kj5K1mWj ... G%20Napalm

Not that it makes that much difference...
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Snake Man
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Post by Snake Man » 2007-10-25 12:01:54

Only place where I could find the duration of smoke grenades was on globalsecurity, here are the links:

M18 Colored Smoke grenade
Image

"The grenade produces a cloud of colored smoke for 50 to 90 seconds."

Link: M18 Colored Smoke grenade

AN-M8 HC White Smoke grenade
Image

"The grenade emits a dense cloud of white smoke for 105 to 150 seconds."

Link: AN-M8 HC White Smoke grenade

So now VTE's smoke grenades are configured for 90 seconds duration. Oh I added white, red, green, yellow and violet smokes.

Classnames:
VTE_GrenadeWhite
VTE_GrenadeRed
VTE_GrenadeGreen
VTE_GrenadeYellow
VTE_GrenadeViolet

If anyone finds links for historically accurate grenades used in NAM, like confirmation that these exact models were used and the duration times, I'd really appreciate.
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NeF
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Post by NeF » 2007-10-25 15:44:04

awesome, purple haze! :D
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