setParticleFire: Difference between revisions

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|x1= <code>_emitter = "#particlesource" createVehicleLocal ([[getPos]] [[player]]);
|x1= <code>_emitter = "#particlesource" createVehicleLocal (getPos [[player]]);
_emitter [[setParticleClass]] "MediumSmoke";
_emitter [[setParticleClass]] "MediumSmoke";
_emitter [[setParticleFire]] [0.3,1.0,0.1];
_emitter [[setParticleFire]] [0.3,1.0,0.1];

Revision as of 12:49, 12 May 2022

Hover & click on the images for description

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 Effects ParticleArray setParticleParams setParticleRandom setParticleCircle setDropInterval drop setParticleClass

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
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.