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Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods.

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Old 03-23-2008, 11:16 AM   #1 (permalink)
 
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Maddmatt's Arma Effects updated - 1.0 Final

New in this version:

* Significant optimisation.
* New, redone rain effect by MadDogX
* New explosion flashes.
* Unguided rockets, AT rockets and missiles have different explosions.
* Explosive rounds impact effect changed.
* All bullet impacts changed. The amount of smoke, sparks and blood from bullet impacts is affected by how powerful the bullet is.
* Ground bullet impacts tweaked, better looking now
* New firing effects for 20-30mm cannons.
* Particles from chopper cannons are blown down and dissipated when the engine is on.
* Vehicle explosion changed a bit.
* Fixed visual glitch with the fire particle where objects would show through it.

http://www.armaholic.com/page.php?id=1650
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Old 03-23-2008, 12:27 PM   #2 (permalink)
 
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Re: Maddmatt's Arma Effects updated

thanks!
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Old 03-23-2008, 12:45 PM   #3 (permalink)


 
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Re: Maddmatt's Arma Effects updated

Awesome... no doubt it will continue to impress me. I absolutly love this mod.
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Old 03-23-2008, 03:24 PM   #4 (permalink)
 
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Re: Maddmatt's Arma Effects updated

I saw an Abrams get hit by some sort of enemy AT rocket...I think they hit the magazine because for like a good 30 seconds, that Abrams sat there cooking off rounds exploding like crazy. The driver and gunner tried to escape but it was pandemonium!
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Old 03-23-2008, 03:44 PM   #5 (permalink)
 
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Re: Maddmatt's Arma Effects updated

Cool mod but It doesn't seem to work with SIX Tracers.
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Old 03-23-2008, 04:19 PM   #6 (permalink)
 
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Re: Maddmatt's Arma Effects updated

I run ArmA effects and six tracers and they both seem to work fine
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Old 03-24-2008, 06:15 PM   #7 (permalink)
 
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Re: Maddmatt's Arma Effects updated

Six tracers and MaddMatt's effects should definitely work together. SickBoy and Matt have long cooperated (using Solus' extended event handlers and beyond) to ensure compatibility. Some missions can break six tracers under certain circumstances. Do the two not work across the board for you Grandma?
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Old 03-24-2008, 06:22 PM   #8 (permalink)
 
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Re: Maddmatt's Arma Effects updated

I just loaded these up; they still look awesome!
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Old 03-25-2008, 02:59 PM   #9 (permalink)

 
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Re: Maddmatt's Arma Effects updated

Nice find, can't wait to try it out.
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Old 03-25-2008, 04:45 PM   #10 (permalink)
 
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Re: Maddmatt's Arma Effects updated

I downloaded the tracer mod again i think i had an out dated version. Well anyways it works with Arma effects now now .
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Old 04-05-2008, 12:47 AM   #11 (permalink)
 
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Re: Maddmatt's Arma Effects updated

Doesnt mess up FPS or performance at all?
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Old 04-05-2008, 01:29 PM   #12 (permalink)
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Re: Maddmatt's Arma Effects updated

Quote:
Originally Posted by Fenian420 View Post
Doesnt mess up FPS or performance at all?
I probably run one of the lowest rigs here (2.0ghz P4, 1 gig ram and 9500pro 128mb card). On the original arma effects I had some slow down on the dust clouds but nothing that was permanent and that was only apparent if I was inside a city with lots of AI on the map.

Anyway if you have problems, just delete the mod. I wouldn't go back to stock arma though after having this fantastic mod
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Old 04-06-2008, 09:33 AM   #13 (permalink)
 
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Re: Maddmatt's Arma Effects updated

Matt is an excellent developer and has done a great job to prevent any FPS drops due to his mod. I don't think you will find any noticeable effect.
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Old 04-06-2008, 02:37 PM   #14 (permalink)
 
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Re: Maddmatt's Arma Effects updated

Yea, using MaddMatts Effects and Chammys Sounds, still trying to look for something that'll up my fps though settings already all on normal cept shadow, shade and texture which is on extremely low and low.
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Old 04-27-2008, 07:34 AM   #15 (permalink)
 
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Re: Maddmatt's Arma Effects updated

Maddmatt's Arma Effects is now 1.0 Final. Download at Armaholic.

Edited thread name. Link in top post is current.
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