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| Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods. |
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#1 (permalink) |
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Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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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 Last edited by Shafik; 04-27-2008 at 07:36 AM. |
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#4 (permalink) |
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Join Date: Feb 2007
Location: Chicago, IL
Age: 28
Posts: 242
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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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#7 (permalink) |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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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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|TG| LoyalGuard Armed Assault Admin
ArmA - Announcements & SOPs | Coop Server Mission List Question/Complaint about ArmA? PM me! |
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#8 (permalink) |
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Join Date: Dec 2006
Location: Massachusetts
Posts: 3,724
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Re: Maddmatt's Arma Effects updated
I just loaded these up; they still look awesome!
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The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#10 (permalink) |
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Join Date: Jul 2007
Location: Alabama, meh
Posts: 37
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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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#12 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,275
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Re: Maddmatt's Arma Effects updated
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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#13 (permalink) |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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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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|TG| LoyalGuard Armed Assault Admin
ArmA - Announcements & SOPs | Coop Server Mission List Question/Complaint about ArmA? PM me! |
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#14 (permalink) |
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Join Date: Jun 2007
Location: Seattle
Posts: 828
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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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