Arma 3
Enhanced Smoke
17 Comments
[KC] Terrasidio 27 May @ 6:32am 
great!
Milan [BE] 20 May, 2023 @ 1:01am 
Will this work on Antistasi Plus? Allthough the Devs of antistasi say the AI cannot see through the smoke, they DO which is pretty annoying.
Bife 25 Oct, 2021 @ 7:42am 
Although I like this mod a lot, there's a big flaw (for me): the smoke source is the ground and not the grenade itself. For most cases, it's not a problem, because the smoke grenade is on the ground; however, when you're holding it in your hand (with ACE) or it's on top of something, it's really annoying to see the smoke coming from the ground.
Reticuli 11 Sep, 2021 @ 5:51pm 
In the meantime I'm happy to use it (possibly) a little exaggerated when I can use mods and don't need BattlEye. Some of the real M8 smoke demos on YouTube do look pretty huge.
A26mike  [author] 10 Sep, 2021 @ 9:35pm 
The idea was to recreate HC smoke, I’ve tried to match the best I could. Each change requires a game restart to see the effect, so it’s a time intensive task. I’m focusing on the hatchet h-60 I will get back to this one, or add it to the repo
Reticuli 10 Sep, 2021 @ 8:41pm 
I sort of agree. I think something halfway between this and default might be nice. This might be a bit excessive.
CheezeWiz 7 Jul, 2021 @ 12:02pm 
I wouldn't mind slightly smaller smoke. I see in the pbo file there is a file cfgCloudlets.hpp that has a bunch of values that I would assume affect the smoke size and other things. I could tinker but thought I'd see if you might have a short description of how to adjust the size of the smoke clouds.
Pierrive 7 Jun, 2021 @ 7:31pm 
Hello, thank you for the work you do.
I would like to have the possibility and the authorization to make only one private mods with your mods. This in order to group two other mods with yours that allow to embellish Arma 3. Of course, all the credits of this mods will be reported on the workshop page and will belong to you.
ArganinyCZSK 4 Jun, 2020 @ 4:14am 
@A26mike
I asked you about the license in the discussion section. Could you answer me, here is the link:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2087103331/2288338908676438707/
A26mike  [author] 10 May, 2020 @ 6:40pm 
Client side for the smoke effect. but if you want to block the AI line of sight I would run it server side as well
Morales 10 May, 2020 @ 10:01am 
client side?
Goku22w 9 May, 2020 @ 2:44pm 
very sexi smonk, 10/10 would distract breifing with mad vape tricks
A26mike  [author] 8 May, 2020 @ 3:17pm 
I’ll look at it , it shouldn’t be complicated. I could probably use the same theory I did for the smoke. Add some larger sizes to the array and lightened the mass .

What I find most annoying with this particular setting is every change requires a restart of the game to see the effect.
Psync×シ 8 May, 2020 @ 7:53am 
How about thicker dust when bullets hit the ground or last longer, i would do it myself but i don't know how ): anyway that be an awsome addition?
Apricot_ale 7 May, 2020 @ 10:31pm 
I like it :)
A26mike  [author] 7 May, 2020 @ 11:38am 
Short list is the smoke is lighter so it will rise higher.
More variation in particle size.

Increase velocity on the X/Y axis so it will be about 7-10 meters thick
Higher probability that the AI won’t be able to see though it.
Decreased on the Z axis to account for the lighter mass.

Right now it effects all smoke.
I’m still contemplating, if I want to make custom smoke rounds
Or turn this into more of a visual effects mod.

Next I’m going to look at a kick up dust effect for tanks when they fire.




Apricot_ale 7 May, 2020 @ 5:09am 
How is it different from Splendid Smoke ?