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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc.

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  #1  
Old 11-10-2015, 01:58 PM
MAJWIZ is offline MAJWIZ
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fog

On my map that I'm making I have a TRIGGER AREA that once you move into it that triggers the move fog. Now my question is: how can I remove the fog after I leave the TRIGGER AREA ?
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  #2  
Old 11-10-2015, 09:30 PM
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???? See if this works - if not try 0's or extending the fog out of view range.

if never() then

fogtype()

fogdist()

foglevel()

endif
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  #3  
Old 11-10-2015, 10:29 PM
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Quote:
Originally Posted by stompem View Post
???? See if this works - if not try 0's or extending the fog out of view range.

if never() then

fogtype()

fogdist()

foglevel()

endif
Whoops - Don't do that, it closes the fog in - looks like it could be distance or a true false command.

I'm looking into it - in the mean time I wonder if the boys and gals at AW Mod would know?
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  #4  
Old 11-10-2015, 10:32 PM
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This seems to work reasonably well

fogtype(0)
fogdist(10000)
foglevel(0)


--------------------------------------------------------
Some others just for reference:

Fog type : 0=fog, 1=haze, 2=haze wall, 3=fog wall

RGB #,#,# numbers are set anywhere between Black 0,0,0 and White 255,255,255


;colorfade(#) seconds for color to transition (zero is normal)
;sun(#,#,#) sets sun rgb ENV override
;sky(#,#,#) sets sky rgb
;ground(#,#,#) sets ground rgb
;ceiling(#,#,#) sets ceiling rgb
;floor(#,#,#) sets floor rgb (inside ground)
;lightning(#,#,#) sets the color of the lightning
;cloud(#,#,#) sets the cloud color
;gain(#,#,#) sets the brightness of the whole scene
;
;fogcolor(#,#,#) set fogcolor to R,G,B, changes at color fade rate
;fog(#,#,#) same as fogcolor
;skyfogcolor(#,#,#) set skyfogcolor to R,G,B
;skyfog(#,#,#) same as skyfogcolor
;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
;fogdist(#) sets fogdist to # meters
;movefog(#,#) move fogdist to # meters over # seconds
;skyspeed(#) sets the sky movement speed
;skyheight(#) sets the height of the sky

Test map Uploaded
Attached Files
File Type: zip dfx2_ai_fogtest.zip (3.5 KB, 2 views)

Last edited by Guest001; 11-11-2015 at 01:20 AM.
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  #5  
Old 11-11-2015, 02:19 PM
Steve is offline Steve
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holy crap, nice info Stomp
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  #6  
Old 11-11-2015, 02:51 PM
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Yes Steve as usual it was an interesting question from MAJWIZ

Re: RGB

As stated Black is RGB(0,0,0) and White is RGB(255,255,255)

Gray tones are numbers between these values and are made using similar number sets like this - RGB(25,25,25) - RGB(128,128,128) etc...

Colours are made with dissimilar numbers like this - RGB(25,35,46) - RGB(128,137,148) etc...


To simplify things I usually set the fog etc in the editor and use overcast to vary the ambience.

Example:

if ssnarea(player,1) and never() then
overcast(50,100)
endif

Where 50 represents units of overcast intensity and 100 represents units of change over time.


EDIT:

BTW - If you want natural looking water use 99,99,99 in the water settings for your map.
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  #7  
Old 11-11-2015, 04:13 PM
Steve is offline Steve
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knew we had a tool for fog colours somewhere: http://www.novahq.net/files.php?Cate...g+Color+Picker
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  #8  
Old 11-11-2015, 10:09 PM
MAJWIZ is offline MAJWIZ
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STOMPEM That worked purrrfectly. I had the fog so thick that I couldn't see Alpha 1 standing right next to me. oops So had to cut it back a little. thanks for the help mate!!
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