smoke grenade. Longer time?
Moderators: Lone Wolf, Snake Man
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- Recruit
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smoke grenade. Longer time?
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?
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- Commander-In-Chief
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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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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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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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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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- 2nd Lt
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I'd say anything between 15-25 seconds will make sense... at least for an airborne dropped Napalm bomb...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.

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I'd like to know more about how the current effect is initiated. Looks like a lot of huge particles thereSnake 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).

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Code: Select all
_smoke = "VTE_Napalm_Smoke" createVehicleLocal [_x,_y,_z];
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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- FreeFalcon
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I don't think that is "real" napalm, but some sort of simulation.DMarkwick wrote:Is that really Napalm? I reckon I've already got the particles to emulate that.
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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M18 Colored Smoke grenade

"The grenade produces a cloud of colored smoke for 50 to 90 seconds."
Link: M18 Colored Smoke grenade
AN-M8 HC White Smoke grenade

"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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- Captain
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