setParticleFire

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Introduced with Arma 3 version 1.08
  Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Arma 3
Version:
1.08

Description

Description:
Set fire parameters to particle effect. Note: You need to create emitter at first. Basic parameters of particle effect must be defined too. You can use script commands setParticleClass or setParticleParams to do so (see example). Correspondence between CfgCloudlets class param names and command array of params: particleSource setParticleFire [ coreIntensity, coreDistance, damageTime ];

Syntax

Syntax:
source setParticleFire [coreIntensity, coreDistance, damageTime]
Parameters:
source: Object
[coreIntensity, coreDistance, damageTime]: Array
coreIntensity: Number - damage in the center of fire
coreDistance: Number - how far can unit get damage
damageTime: Number - how often is unit getting damage
Return Value:
Nothing

Examples

Example 1:
_emitter = "#particlesource" createVehicleLocal (getPos player); _emitter setParticleClass "MediumSmoke"; _emitter setParticleFire [0.3,1.0,0.1];

Additional Information

Multiplayer:
-
See also:
Arma 3 Particle EffectsParticleArraysetParticleParamssetParticleRandomsetParticleCirclesetDropIntervaldropsetParticleClass

Notes

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Notes

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Posted on April 9, 2018 - 20:44 (UTC)
AgentRev
Using this command on a dedicated server or headless client seems to have no effect on local AI units, they will walk thru the fire unscathed.