setParticleFire: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\|s([0-9])\= ([^' ]+)'''([^' ]+)'''([^ ]*) " to "|s$1= $2$3$4 ") |
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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. | Using this command on a dedicated server or headless client seems to have no effect on [[Multiplayer Scripting#Locality|local]] AI units, they will walk thru the fire unscathed. | ||
</dd> | </dd> | ||
</dl> | </dl> |
Revision as of 17:13, 21 June 2021
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 ];
- Groups:
- Particles
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
- See also:
- Arma 3: Particle EffectsParticleArraysetParticleParamssetParticleRandomsetParticleCirclesetDropIntervaldropsetParticleClass
Notes
-
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