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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
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Does anyone know the parameters for the snow action in the WAC
and their position or format in the parentheses. snow(1st#?,2nd#?) Using in DFX2. Cheers ![]() |
#2
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Dive into your MeD, in the general area, edit/gen info, bottom right is weather just tic SNOW box, a choice or Nice Weather or Rain.
In many of my missions the snow above is to light, Not that we aussies know much about snow, so I have used a particile effect on numerous occasions, I think that was mozzies of moths, see for yourself, or even better just copy me....dead dream ...lolol stomp?? |
#3
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G-Day Aus. Because of the forum origin I assumed you were from the United states.
Thanks for the tips, and I wouldn't mind some critique on my latest maps? I've got to admit that you cut to the chase and I need it' After some "advice" I decided to learn how to use the Bin, thank you. ![]() Dead Dreams? More to it than just chromatophores I'm positive of that. I'm sure you can think of a few reasons why. It's probably a cover for a secret study on the military applications of biological camouflage of assets. Bio is the catch word now. Bio nano tech, bio cpu's, memory and etc... ![]() Quote:
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#4
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The first number in the parenthesis is the percentage of snow.
25 percent is flurries, 50 percent is medium, 75 percent is mid-to-heavy and 100 percent is maximum or heavy. The second number in the parenthesis is the change rate. Which is the time ( in seconds ) that it takes to reach the set number of snowfall. for example : snow(100,200) = heavy snowfall at a change rate of 200/10th of a second. Which means , the snowfall will start at zero (and gradually increase) and then end at 100 percent in 2 minutes after the command is given. But, if you want an instant change then leave out the last number in the parenthesis like this: Snow(100)
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Last edited by dave61; 11-01-2010 at 03:30 PM. |
#5
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Beautiful, I love it, love the WAC, snow doesn't work as well in the MEd.
I'm going to the snow country but it won't be a holiday. LOL! Thank You No.####### |
#6
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[QUOTE=stompem;369039]G-Day Aus. Because of the forum origin I assumed you were from the United states.
Nah! mate I'm FNQ, Far North Queensland, Townsville in fact and 28c very comfortable too thank you, we pay a bit more for our 4X here but lifes a breeze, I prefer VB but don't tell my mates. |
#7
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Yes, that's true ... the Snow at 100 percent isn't very heavy.
But what you could do is combine the snow at 100 percent with a particle effect snowstorm to create a blizzard like look. Maybe even increase the fog distance fogdist(200) also to create a whiteout effect.
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Last edited by dave61; 11-02-2010 at 03:05 PM. |
#8
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Your talking to VB Mick from SA-Crow eater
[QUOTE=MERMITE;369059] Quote:
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#9
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here: if never() then .... fx2tgt(Effect_bugSwarm,233) ;//SNOW fx2tgt(bouncing_debris,234) fx2tgt(Effect_bugSwarm,235) fx2tgt(bouncing_debris,236) ... endif 'From my alone in the dark 2' I used about 250 teleports 16m apart to give the Red camp a real hell of a storm it was for DFX1, I don't know about DFX2. Stomp you gotta get a copy of DFX1 as it easier to MeD to start with any way..."M" |
#10
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NOTE
To get that many teleports you will have to edit the .mis by hand(notepad) er there is a tutorial on the web ?????? by Legionaire???? years ago...."M" |
#11
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I have a good binary editor that should help. Cool I love this configuring outside standards!
Love the bugswarm command |
#12
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funnily
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#13
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Whoops look's like I might've dobbed ya in buddy. Me mate Jimmy recons E knows ya! Mebe
[QUOTE=MERMITE;369059] Quote:
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#14
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That's how we talk here in OZ not how we write. (Normally)
[QUOTE=stompem;369102]Whoops look's like I might've dobbed ya in buddy. Me mate Jimmy recons E knows ya! Mebe |
#15
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Yes bugswarm gives the appearance of flurry with it's upward particle movement.
Vertical particulate flow similar to Brownian motion, could be a pre-programmed script they nicked. |
#16
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Amazing in all the years I've been making maps I've not come across anyone who can edit Particle Effects, about 5% of mappers know how to use 'em, even fewer care, but they can make a big difference to any failing map.
I would really like a nuclear weapon explosion, not very big, 5-10 kilo tonne would be nice Dave61 I think mentioned it in a post years ago with reference to an old Nova game, but have yet to find it. Stomp, in my early days of mapping I made a map with all the PE's in it turned it into a dvd for easy find and check. "M" |
#17
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Empirical (experimental destruction/alteration?) methods will have to be the way I do it. That is how I have to work out most things unfortunately.
Your script has helped put me on to a path. I am looking at making a nuke for a grand finale. I have managed a volcanic simulation of a kind but particle effects will have to be the way forward for an effect of such size. |
#18
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Quote:
It has a weapon for calling in a nuclear strike as well as the actual Nuclear detonation. It's a real cool looking effect.
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#19
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Many thanks Dave, I'l hunt it out, and here guys a snow mod that looks good, not many in here Austalia would know much about snow, me included, as it costs to much to get some and even then it really cold...lol
http://nile.ecalpon.com/index.php?au...s&showfile=110 |
#20
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Your resourcefulness is something to be valued MM.
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