Particle Effects: Config Parameters – Arma 3
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The list of config parameters used for calling of particle effects. For more | The list of config parameters used for calling of particle effects. For more information, see [[Arma 3: Particle Effects]]. | ||
== Parameters == | |||
=== - (Hit) === | |||
* Description: Effect for hit of specified material. Whatever name of parameter is working. Name of parametr must be used in [[RVMAT_basics#Physical_properties|bisurf's]] parameter ''impact''. | * Description: Effect for hit of specified material. Whatever name of parameter is working. Name of parametr must be used in [[RVMAT_basics#Physical_properties|bisurf's]] parameter ''impact''. | ||
* Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> >> HitEffects | * Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> >> HitEffects | ||
* Type of emitter: constant emitter | * Type of emitter: constant emitter | ||
* Variables: | * Variables: | ||
** intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value | ** intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value | ||
** interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value | ** interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value | ||
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** randomValue - random value | ** randomValue - random value | ||
** distToWater - vertical distance to sea level | ** distToWater - vertical distance to sea level | ||
=== | === breathingBubblesEffect === | ||
* Description: Bubble effect for units who are able to breath underwater. | * Description: Bubble effect for units who are able to breath underwater. | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Unit_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Unit_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** positionX - position of the memorypoint defined in breathingBubblesPoint as vector | ** positionX - position of the memorypoint defined in breathingBubblesPoint as vector | ||
** positionY - position of the memorypoint defined in breathingBubblesPoint as vector | ** positionY - position of the memorypoint defined in breathingBubblesPoint as vector | ||
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** breathingBubblesPoint - position stored in position variables (string - memorypoint) | ** breathingBubblesPoint - position stored in position variables (string - memorypoint) | ||
** breathingBubblesDir - direction stored in speed variables (string - memorypoint) | ** breathingBubblesDir - direction stored in speed variables (string - memorypoint) | ||
=== | === rightDustEffect / leftDustEffect === | ||
* Description: Old dust vehicle effect (it is used only if new one is not defined). | * Description: Old dust vehicle effect (it is used only if new one is not defined). | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** density - speed, dustness of surface | ** density - speed, dustness of surface | ||
** dustColor - dustness of surface | ** dustColor - dustness of surface | ||
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** turn - turning of vehicle (from -1 to 1, 0 is no turning) | ** turn - turning of vehicle (from -1 to 1, 0 is no turning) | ||
** distToWater - vertical distance to sea level | ** distToWater - vertical distance to sea level | ||
=== | === rightDustEffects / leftDustEffects === | ||
* Description: New dust vehicle effect. Different effect can be defined for each surface type. These parameters are not strings as usual, they are arrays. | * Description: New dust vehicle effect. Different effect can be defined for each surface type. These parameters are not strings as usual, they are arrays. | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** density - speed, dustness of surface | ** density - speed, dustness of surface | ||
** dustColor - dustness of surface | ** dustColor - dustness of surface | ||
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** turn - turning of vehicle (from -1 to 1, 0 is no turning) | ** turn - turning of vehicle (from -1 to 1, 0 is no turning) | ||
** distToWater - vertical distance to sea level | ** distToWater - vertical distance to sea level | ||
''Example'': | ''Example'': | ||
<syntaxhighlight lang="cpp"> | |||
class CfgVehicles | |||
{ | |||
class car | |||
{ | |||
rightDustEffects[] = | |||
{ | |||
{"GdtStratisConcrete", "RDustEffects"}, | |||
{"GdtStratisConcrete", "RDirtEffects"}, | |||
{"GdtStratisBeach", "RDustEffects"}, | |||
{"GdtStratisBeach", "RStonesEffects"}, | |||
}; | |||
leftDustEffects[] = | |||
{ | |||
{"GdtStratisConcrete", "RDustEffects"}, | |||
{"GdtStratisConcrete", "RDirtEffects"}, | |||
{"GdtStratisBeach", "RDustEffects"}, | |||
{"GdtStratisBeach", "RStonesEffects"}, | |||
}; | |||
}; | |||
< | }; | ||
=== | </syntaxhighlight> | ||
* Description: Effect when vehicle is damaged, it | |||
=== damageEffect === | |||
* Description: Effect when vehicle is damaged, it is allways simulated (even if vehicle is not damaged). | |||
* Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
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** damage - total damage of the vehicle | ** damage - total damage of the vehicle | ||
** engineOn - 1 if engine is on, 0 if not | ** engineOn - 1 if engine is on, 0 if not | ||
** engineDamage | |||
** speedX - speed of the vehicle as vector in world coord | ** speedX - speed of the vehicle as vector in world coord | ||
** speedY - speed of the vehicle as vector in world coord | ** speedY - speed of the vehicle as vector in world coord | ||
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** distToWater - distance to water surface under the vehicle | ** distToWater - distance to water surface under the vehicle | ||
** randomValue - random value generated for every emitor (generated when vehicle is created, after that is constant) | ** randomValue - random value generated for every emitor (generated when vehicle is created, after that is constant) | ||
=== | === dustEffect === | ||
* Description: Dust effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the ground is under vehicle. | * Description: Dust effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the ground is under vehicle. | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Helicopter_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Helicopter_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** speed - speed of vehicle | ** speed - speed of vehicle | ||
** density - depends on thrust, distance to surface | ** density - depends on thrust, distance to surface | ||
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** speedZ - speed of the vehicle as vector | ** speedZ - speed of the vehicle as vector | ||
** landContact - 1 if vehicle has land contact, 0 if not | ** landContact - 1 if vehicle has land contact, 0 if not | ||
=== | === waterEffect === | ||
* Description: Water effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the water is under vehicle. | * Description: Water effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the water is under vehicle. | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Helicopter_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Helicopter_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** speed - speed of vehicle | ** speed - speed of vehicle | ||
** density - depends on thrust, distance to surface | ** density - depends on thrust, distance to surface | ||
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** speedZ - speed of the vehicle as vector | ** speedZ - speed of the vehicle as vector | ||
** landContact - 1 if vehicle has land contact, 0 if not | ** landContact - 1 if vehicle has land contact, 0 if not | ||
=== | === impactEffectsSea === | ||
* Description: Effect triggered when a collision of the object with the sea surface is detected. | * Description: Effect triggered when a collision of the object with the sea surface is detected. | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | ||
* Type of emitter: constant emitter | * Type of emitter: constant emitter | ||
* Variables: | * Variables: | ||
** speed - speed of the object | ** speed - speed of the object | ||
** density - radius of bounding sphere of the object | ** density - radius of bounding sphere of the object | ||
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** speedZ - speed of the object as vector | ** speedZ - speed of the object as vector | ||
** landContact - 1 if object has land contact, 0 if not | ** landContact - 1 if object has land contact, 0 if not | ||
=== | === collisionEffect === | ||
* Description: Effect triggered when a collision of the object and another object is detected. | * Description: Effect triggered when a collision of the object and another object is detected. | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | ||
* Type of emitter: constant emitter | * Type of emitter: constant emitter | ||
* Variables: | * Variables: | ||
** positionX - position where the collision is detected as vector | ** positionX - position where the collision is detected as vector | ||
** positionY - position where the collision is detected as vector | ** positionY - position where the collision is detected as vector | ||
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** localSpeedZ - speed of the vehicle as vector in vehicle coord | ** localSpeedZ - speed of the vehicle as vector in vehicle coord | ||
** forceSize - force size of collision computed by PhysX | ** forceSize - force size of collision computed by PhysX | ||
=== | === explosionEffect === | ||
* Description: Explosion of the vehicle when the damage reaches 1. Parameter is reference to AmmoType used to calculate damage to objects around when vehicle explodes (if it have a fuel and can explode), default "FuelExplosion". | * Description: Explosion of the vehicle when the damage reaches 1. Parameter is reference to AmmoType used to calculate damage to objects around when vehicle explodes (if it have a fuel and can explode), default "FuelExplosion". | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> | ||
* Type of emitter: constant emitter | * Type of emitter: constant emitter | ||
=== | === leftFastWaterEffect / rightFastWaterEffect === | ||
* Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "waterFastEffectSpeed" (vehicle parameter). | * Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "waterFastEffectSpeed" (vehicle parameter). | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Boat_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Boat_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** density - depends on thrust and speed | ** density - depends on thrust and speed | ||
** size - for some vehicles it | ** size - for some vehicles it is constant, for some (boats) it depends on speed | ||
** positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ** positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ||
** positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ** positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ||
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** speedZ - speed of the vehicle as vector | ** speedZ - speed of the vehicle as vector | ||
** speedSize - size of the speed vector | ** speedSize - size of the speed vector | ||
** turn - position of the wheel (-1, 1), for boat it | ** turn - position of the wheel (-1, 1), for boat it is allways 0 | ||
** thrust - current thrust of the vehicle | ** thrust - current thrust of the vehicle | ||
* Related parameters: | * Related parameters: | ||
** waterFastEffectSpeed - effects are simulated when the vehicle speed is more then this value (number) | ** waterFastEffectSpeed - effects are simulated when the vehicle speed is more then this value (number) | ||
** memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint) | ** memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint) | ||
=== | === leftWaterEffect / rightWaterEffect === | ||
* Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is less then "waterFastEffectSpeed" (vehicle parameter). | * Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is less then "waterFastEffectSpeed" (vehicle parameter). | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Boat_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Boat_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** density - depends on thrust and speed | ** density - depends on thrust and speed | ||
** size - for some vehicles it | ** size - for some vehicles it is constant, for some (boats) it depends on speed | ||
** positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ** positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ||
** positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ** positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ||
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** speedZ - speed of the vehicle as vector | ** speedZ - speed of the vehicle as vector | ||
** speedSize - size of the speed vector | ** speedSize - size of the speed vector | ||
** turn - position of the wheel (-1, 1), for boat it | ** turn - position of the wheel (-1, 1), for boat it is allways 0 | ||
** thrust - current thrust of the vehicle | ** thrust - current thrust of the vehicle | ||
* Related parameters: | * Related parameters: | ||
** waterFastEffectSpeed - effects are simulated when the vehicle speed is less then this value (number) | ** waterFastEffectSpeed - effects are simulated when the vehicle speed is less then this value (number) | ||
** memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint) | ** memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint) | ||
=== | === leftEngineEffect / rightEngineEffect === | ||
* Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "engineEffectSpeed" (vehicle parameter). | * Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "engineEffectSpeed" (vehicle parameter). | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Boat_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Boat_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** density - depends on thrust and speed | ** density - depends on thrust and speed | ||
** size - for some vehicles it | ** size - for some vehicles it is constant, for some (boats) it depends on speed | ||
** positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ** positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ||
** positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ** positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector | ||
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** speedZ - speed of the vehicle as vector | ** speedZ - speed of the vehicle as vector | ||
** speedSize - size of the speed vector | ** speedSize - size of the speed vector | ||
** turn - position of the wheel (-1, 1), for boat it | ** turn - position of the wheel (-1, 1), for boat it is allways 0 | ||
** thrust - current thrust of the vehicle | ** thrust - current thrust of the vehicle | ||
* Related parameters: | * Related parameters: | ||
** engineEffectSpeed - effects are simulated when the vehicle speed is more then this value (number) | ** engineEffectSpeed - effects are simulated when the vehicle speed is more then this value (number) | ||
** memotyPointsLeftEngineEffect/memotyPointsRightEngineEffect - position stored in position variables (string - memorypoint) | ** memotyPointsLeftEngineEffect/memotyPointsRightEngineEffect - position stored in position variables (string - memorypoint) | ||
=== | === impactEffectsBlood === | ||
* Description: Blood effect, only for Person object (and if blood is enabled). | * Description: Blood effect, only for Person object (and if blood is enabled). | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Unit_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Unit_class''</font> | ||
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** randomValue - random value | ** randomValue - random value | ||
** distToWater - vertical distance to sea level | ** distToWater - vertical distance to sea level | ||
=== | === impactEffectsNoBlood === | ||
* Description: Blood effect, only for Person object (and if blood is disabled). | * Description: Blood effect, only for Person object (and if blood is disabled). | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Unit_class''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Unit_class''</font> | ||
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** dustness - dustness of material | ** dustness - dustness of material | ||
** randomValue - random value | ** randomValue - random value | ||
** distToWater - vertical distance to sea level | ** distToWater - vertical distance to sea level | ||
=== | === mineJumpEffects === | ||
* Description: Effect when the jumping mine jumps. | * Description: Effect when the jumping mine jumps. | ||
* Path: configFile >> CfgAmmo >> <font color="grey">''Explosive_class''</font> | * Path: configFile >> CfgAmmo >> <font color="grey">''Explosive_class''</font> | ||
* Type of emitter: constant emitter | * Type of emitter: constant emitter | ||
* Variables: | * Variables: | ||
** speed - indirectHit of the mine | ** speed - indirectHit of the mine | ||
** positionX - distance from the original position (from where the mine is jumping) as vector | ** positionX - distance from the original position (from where the mine is jumping) as vector | ||
** positionY - distance from the original position (from where the mine is jumping) as vector | ** positionY - distance from the original position (from where the mine is jumping) as vector | ||
** positionZ - distance from the original position (from where the mine is jumping) as vector | ** positionZ - distance from the original position (from where the mine is jumping) as vector | ||
=== | === craterEffects === | ||
* Description: Crater part of explosion of given ammo, it | |||
* Description: Crater part of explosion of given ammo, it is a parameter of the ammoType of the projectile that creates the crater. This is used for craters above the water. | |||
* Path: configFile >> CfgAmmo >> <font color="grey">''Explosive_class''</font> | * Path: configFile >> CfgAmmo >> <font color="grey">''Explosive_class''</font> | ||
* Type of emitter: constant emitter | * Type of emitter: constant emitter | ||
* Variables: | * Variables: | ||
** intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value | ** intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value | ||
** interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value | ** interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value | ||
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** randomValue - random value | ** randomValue - random value | ||
** distToWater - vertical distance to sea level | ** distToWater - vertical distance to sea level | ||
=== | === craterWaterEffects === | ||
* Description: Same as „createrEffects“ this is used for craters under water. | * Description: Same as „createrEffects“ this is used for craters under water. | ||
* Path: configFile >> CfgAmmo >> <font color="grey">''Explosive_class''</font> | * Path: configFile >> CfgAmmo >> <font color="grey">''Explosive_class''</font> | ||
* Type of emitter: constant emitter | * Type of emitter: constant emitter | ||
* Variables: | * Variables: | ||
** intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value | ** intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value | ||
** interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value | ** interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value | ||
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** randomValue - random value | ** randomValue - random value | ||
** distToWater - vertical distance to sea level | ** distToWater - vertical distance to sea level | ||
=== | === effectFlare === | ||
* Description: Effect of the Flare projectile. | * Description: Effect of the Flare projectile. | ||
* Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> | * Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** colorR - color defined by parameter "smokeColor" in AmmoType | ** colorR - color defined by parameter "smokeColor" in AmmoType | ||
** colorG - color defined by parameter "smokeColor" in AmmoType | ** colorG - color defined by parameter "smokeColor" in AmmoType | ||
** colorB - color defined by parameter "smokeColor" in AmmoType | ** colorB - color defined by parameter "smokeColor" in AmmoType | ||
** colorA - color defined by parameter "smokeColor" in AmmoType | ** colorA - color defined by parameter "smokeColor" in AmmoType | ||
=== | === effectFly === | ||
* Description: Trail effect for flying ammo. | * Description: Trail effect for flying ammo. | ||
* Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> | * Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** hit - hit from AmmoType | ** hit - hit from AmmoType | ||
** speedX - speed of projectile as vector | ** speedX - speed of projectile as vector | ||
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** flyTime - how long the projectile is flying (time since the shot) | ** flyTime - how long the projectile is flying (time since the shot) | ||
** distToSurface - distance to surface (under the bullet) | ** distToSurface - distance to surface (under the bullet) | ||
=== | === effectsMissile === | ||
* Description: Trail effect for flying missile. | * Description: Trail effect for flying missile. | ||
* Path: configFile >> CfgAmmo >> <font color="grey">''Missile_class''</font> | * Path: configFile >> CfgAmmo >> <font color="grey">''Missile_class''</font> | ||
* Type of emitter: constant emitter | * Type of emitter: constant emitter | ||
* Variables: | * Variables: | ||
** intensity - intensity from effect config | ** intensity - intensity from effect config | ||
** interval - interval from effect config | ** interval - interval from effect config | ||
** fireIntensity - intensity from effect config | ** fireIntensity - intensity from effect config | ||
** fireInterval - interval from effect config | ** fireInterval - interval from effect config | ||
** lifeTime - lifeTime from effect config and thrustTime from AmmoType | ** lifeTime - lifeTime from effect config and thrustTime from AmmoType | ||
=== | === effectsMissileInit === | ||
* Description: Init effect for missile (before the engine of the missile is started). | * Description: Init effect for missile (before the engine of the missile is started). | ||
* Path: configFile >> CfgAmmo >> <font color="grey">''Missile_class''</font> | * Path: configFile >> CfgAmmo >> <font color="grey">''Missile_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** speed - speed of the missile in world coord | ** speed - speed of the missile in world coord | ||
** density - value that goes from 1.0 to 0.0 according to time (0.0 when time from shot is equal to "initTime" ammoType atribute) | ** density - value that goes from 1.0 to 0.0 according to time (0.0 when time from shot is equal to "initTime" ammoType atribute) | ||
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** parentSpeedZ - speed of parent unit/vehicle that fired the missile as vector | ** parentSpeedZ - speed of parent unit/vehicle that fired the missile as vector | ||
** landContact - 1 if has land contact, 0 otherwise | ** landContact - 1 if has land contact, 0 otherwise | ||
=== | === effectsSmoke === | ||
* Description: Effect for smoke grenades and countermeasures. Parameters depends on if the projectile is grenade or countermeasure. | * Description: Effect for smoke grenades and countermeasures. Parameters depends on if the projectile is grenade or countermeasure. | ||
* Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> | * Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables for smoke grenades: | * Variables for smoke grenades: | ||
** colorR - color defined by parameter "smokeColor" in AmmoType | ** colorR - color defined by parameter "smokeColor" in AmmoType | ||
** colorG - color defined by parameter "smokeColor" in AmmoType | ** colorG - color defined by parameter "smokeColor" in AmmoType | ||
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* Variables for smoke countermeasure: | * Variables for smoke countermeasure: | ||
** time - time since the coutnermeasure has been created | ** time - time since the coutnermeasure has been created | ||
=== | === explosionEffects === | ||
* Description: Effect when explosion should happen (ex. Missile hit). | |||
* Description: Effect when explosion should happen (ex. Missile hit). | |||
* Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> | * Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> | ||
* Type of emitter: constant emitter | * Type of emitter: constant emitter | ||
* Variables: | * Variables: | ||
** intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value | ** intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value | ||
** interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value | ** interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value | ||
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** randomValue - random value | ** randomValue - random value | ||
** distToWater - vertical distance to sea level | ** distToWater - vertical distance to sea level | ||
=== | === effectName (GunParticles) === | ||
* Description: Weapon muzzle effect. | * Description: Weapon muzzle effect. | ||
* Path: configFile >> CfgWeapons >> <font color="grey">''Weapon_class''</font> >> GunParticles >> <font color="grey">''Random_class_name''</font> | * Path: configFile >> CfgWeapons >> <font color="grey">''Weapon_class''</font> >> GunParticles >> <font color="grey">''Random_class_name''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** positionX - position of the memorypoint defined in paremeter positionName as vector | ** positionX - position of the memorypoint defined in paremeter positionName as vector | ||
** positionY - position of the memorypoint defined in paremeter positionName as vector | ** positionY - position of the memorypoint defined in paremeter positionName as vector | ||
Line 509: | Line 539: | ||
** directionName - direction stored in direction variables (string - memorypoint) | ** directionName - direction stored in direction variables (string - memorypoint) | ||
** positionName - position stored in position variables (string - memorypoint) | ** positionName - position stored in position variables (string - memorypoint) | ||
''Example:'' | ''Example:'' | ||
<syntaxhighlight lang="cpp"> | |||
class CfgWeapons | |||
{ | |||
class LMG_Minigun | |||
{ | |||
class gunParticles | |||
{ | |||
class effect1 | |||
{ | |||
positionName = "machinegun_eject_pos"; | |||
directionName = "machinegun_eject_dir"; | |||
effectName = "MachineGunCartridge1"; | |||
}; | |||
class effect2 | |||
{ | |||
positionName = "machinegun_end"; | |||
directionName = "machinegun_beg"; | |||
effectName = "MachineGun1"; | |||
}; | |||
}; | |||
< | }; | ||
=== | }; | ||
</syntaxhighlight> | |||
=== effect (Exhausts) === | |||
* Description: Vehicle's exhaust effects. | * Description: Vehicle's exhaust effects. | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> >> Exhausts >> <font color="grey">''Random_class_name''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> >> Exhausts >> <font color="grey">''Random_class_name''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** intensity | ** intensity | ||
** damage - damage of vehicle | ** damage - damage of vehicle | ||
Line 553: | Line 588: | ||
** direction - direction stored in position variables (string - memorypoint) | ** direction - direction stored in position variables (string - memorypoint) | ||
** position - position stored in position variables (string - memorypoint) | ** position - position stored in position variables (string - memorypoint) | ||
''Example:'' | ''Example:'' | ||
<syntaxhighlight lang="cpp"> | |||
class CfgVehicles | |||
{ | |||
class Ifrit_Base | |||
{ | |||
class Exhausts | |||
{ | |||
class Exhaust1 | |||
{ | |||
position = "exhaust_pos"; | |||
direction = "exhaust_dir"; | |||
effect = "ExhaustEffectHTruck"; | |||
}; | |||
}; | |||
}; | |||
< | }; | ||
=== | </syntaxhighlight> | ||
=== effectName (WingVortices) === | |||
* Description: Wingtip vortices and similar effects on planes. | * Description: Wingtip vortices and similar effects on planes. | ||
* Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> >> WingVortices >> <font color="grey">''Random_class_name''</font> | * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> >> WingVortices >> <font color="grey">''Random_class_name''</font> | ||
* Type of emitter: real-time emitter | * Type of emitter: real-time emitter | ||
* Variables: | * Variables: | ||
** positionX - position of the memorypoint defined in paremeter position as vector | ** positionX - position of the memorypoint defined in paremeter position as vector | ||
** positionY - position of the memorypoint defined in paremeter position as vector | ** positionY - position of the memorypoint defined in paremeter position as vector | ||
Line 591: | Line 630: | ||
* Related parameters: | * Related parameters: | ||
** position - position stored in position variables (string - memorypoint) | ** position - position stored in position variables (string - memorypoint) | ||
''Example:'' | ''Example:'' | ||
<syntaxhighlight lang="cpp"> | |||
class CfgVehicles | |||
{ | |||
class Plane_Fighter_03_base_F | |||
{ | |||
class WingVortices | |||
{ | |||
class WingTipLeft | |||
{ | |||
position = "body_vapour_L_E"; | |||
effectName = "WingVortices"; | |||
}; | |||
}; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
[[Category: | [[Category: Particle System]] |
Latest revision as of 12:37, 26 March 2024
The list of config parameters used for calling of particle effects. For more information, see Arma 3: Particle Effects.
Parameters
- (Hit)
- Description: Effect for hit of specified material. Whatever name of parameter is working. Name of parametr must be used in bisurf's parameter impact.
- Path: configFile >> CfgAmmo >> Ammo_class >> HitEffects
- Type of emitter: constant emitter
- Variables:
- intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
- interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
- fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
- fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
- lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
- surfNormalX - normal to the surface of the object as vector in world coord
- surfNormalY - normal to the surface of the object as vector in world coord
- surfNormalZ - normal to the surface of the object as vector in world coord
- inSpeed - speed of projectile before hit of the object
- inDirX - direction of projectile before hit of the object as vector
- inDirY - direction of projectile before hit of the object as vector
- inDirZ - direction of projectile before hit of the object as vector
- outSpeed - speed of projectile after hit of the object
- outDirX - direction of projectile after hit of the object as vector
- outDirY - direction of projectile after hit of the object as vector
- outDirZ - direction of projectile after hit of the object as vector
- explosionDirX - used for directional explosions
- explosionDirY - used for directional explosions
- explosionDirZ - used for directional explosions
- hit - hit parameter which is defined in given ammo type
- damage - damage caused by hit
- dustness - dustness of material
- randomValue - random value
- distToWater - vertical distance to sea level
breathingBubblesEffect
- Description: Bubble effect for units who are able to breath underwater.
- Path: configFile >> CfgVehicles >> Unit_class
- Type of emitter: real-time emitter
- Variables:
- positionX - position of the memorypoint defined in breathingBubblesPoint as vector
- positionY - position of the memorypoint defined in breathingBubblesPoint as vector
- positionZ - position of the memorypoint defined in breathingBubblesPoint as vector
- speedX - direction to the memorypoint defined in breathingBubblesDir as vector
- speedY - direction to the memorypoint defined in breathingBubblesDir as vector
- speedZ - direction to the memorypoint defined in breathingBubblesDir as vector
- speedSize - speed of unit's movement
- Related parameters:
- breathingBubblesInterval - how often unit creates the bubbles (number - seconds)
- breathingBubblesPoint - position stored in position variables (string - memorypoint)
- breathingBubblesDir - direction stored in speed variables (string - memorypoint)
rightDustEffect / leftDustEffect
- Description: Old dust vehicle effect (it is used only if new one is not defined).
- Path: configFile >> CfgVehicles >> Vehicle_class
- Type of emitter: real-time emitter
- Variables:
- density - speed, dustness of surface
- dustColor - dustness of surface
- positionX - position of the effect as vector
- positionY - position of the effect as vector
- positionZ - position of the effect as vector
- speedX - speed of the vehicle as vector in world coord
- speedY - speed of the vehicle as vector in world coord
- speedZ - speed of the vehicle as vector in world coord
- localSpeedX - speed of the vehicle as vector in vehicle coord
- localSpeedY - speed of the vehicle as vector in vehicle coord
- localSpeedZ - speed of the vehicle as vector in vehicle coord
- humidity - humidity of the air
- dustness - dustness of surface
- speedSize - speed of vehicle
- acceleration - acceleration of vehicle
- turn - turning of vehicle (from -1 to 1, 0 is no turning)
- distToWater - vertical distance to sea level
rightDustEffects / leftDustEffects
- Description: New dust vehicle effect. Different effect can be defined for each surface type. These parameters are not strings as usual, they are arrays.
- Path: configFile >> CfgVehicles >> Vehicle_class
- Type of emitter: real-time emitter
- Variables:
- density - speed, dustness of surface
- dustColor - dustness of surface
- positionX - position of the effect as vector
- positionY - position of the effect as vector
- positionZ - position of the effect as vector
- speedX - speed of the vehicle as vector in world coord
- speedY - speed of the vehicle as vector in world coord
- speedZ - speed of the vehicle as vector in world coord
- localSpeedX - speed of the vehicle as vector in vehicle coord
- localSpeedY - speed of the vehicle as vector in vehicle coord
- localSpeedZ - speed of the vehicle as vector in vehicle coord
- humidity - humidity of the air
- dustness - dustness of surface
- speedSize - speed of vehicle
- acceleration - acceleration of vehicle
- turn - turning of vehicle (from -1 to 1, 0 is no turning)
- distToWater - vertical distance to sea level
Example:
class CfgVehicles
{
class car
{
rightDustEffects[] =
{
{"GdtStratisConcrete", "RDustEffects"},
{"GdtStratisConcrete", "RDirtEffects"},
{"GdtStratisBeach", "RDustEffects"},
{"GdtStratisBeach", "RStonesEffects"},
};
leftDustEffects[] =
{
{"GdtStratisConcrete", "RDustEffects"},
{"GdtStratisConcrete", "RDirtEffects"},
{"GdtStratisBeach", "RDustEffects"},
{"GdtStratisBeach", "RStonesEffects"},
};
};
};
damageEffect
- Description: Effect when vehicle is damaged, it is allways simulated (even if vehicle is not damaged).
- Path: configFile >> CfgVehicles >> Vehicle_class
- Type of emitter: real-time emitter
- Variables:
- damage - total damage of the vehicle
- engineOn - 1 if engine is on, 0 if not
- engineDamage
- speedX - speed of the vehicle as vector in world coord
- speedY - speed of the vehicle as vector in world coord
- speedZ - speed of the vehicle as vector in world coord
- speed - speed of the vehicle in world coord
- distToWater - distance to water surface under the vehicle
- randomValue - random value generated for every emitor (generated when vehicle is created, after that is constant)
dustEffect
- Description: Dust effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the ground is under vehicle.
- Path: configFile >> CfgVehicles >> Helicopter_class
- Type of emitter: real-time emitter
- Variables:
- speed - speed of vehicle
- density - depends on thrust, distance to surface
- positionX - position of the effect as vector
- positionY - position of the effect as vector
- positionZ - position of the effect as vector
- speedX - speed of the vehicle as vector
- speedY - speed of the vehicle as vector
- speedZ - speed of the vehicle as vector
- landContact - 1 if vehicle has land contact, 0 if not
waterEffect
- Description: Water effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the water is under vehicle.
- Path: configFile >> CfgVehicles >> Helicopter_class
- Type of emitter: real-time emitter
- Variables:
- speed - speed of vehicle
- density - depends on thrust, distance to surface
- positionX - position of the effect as vector
- positionY - position of the effect as vector
- positionZ - position of the effect as vector
- speedX - speed of the vehicle as vector
- speedY - speed of the vehicle as vector
- speedZ - speed of the vehicle as vector
- landContact - 1 if vehicle has land contact, 0 if not
impactEffectsSea
- Description: Effect triggered when a collision of the object with the sea surface is detected.
- Path: configFile >> CfgVehicles >> Vehicle_class
- Type of emitter: constant emitter
- Variables:
- speed - speed of the object
- density - radius of bounding sphere of the object
- positionX - position of the effect as vector
- positionY - position of the effect as vector
- positionZ - position of the effect as vector
- speedX - speed of the object as vector
- speedY - speed of the object as vector
- speedZ - speed of the object as vector
- landContact - 1 if object has land contact, 0 if not
collisionEffect
- Description: Effect triggered when a collision of the object and another object is detected.
- Path: configFile >> CfgVehicles >> Vehicle_class
- Type of emitter: constant emitter
- Variables:
- positionX - position where the collision is detected as vector
- positionY - position where the collision is detected as vector
- positionZ - position where the collision is detected as vector
- speedX - speed of the vehicle as vector in world coord
- speedY - speed of the vehicle as vector in world coord
- speedZ - speed of the vehicle as vector in world coord
- localSpeedX - speed of the vehicle as vector in vehicle coord
- localSpeedY - speed of the vehicle as vector in vehicle coord
- localSpeedZ - speed of the vehicle as vector in vehicle coord
- forceSize - force size of collision computed by PhysX
explosionEffect
- Description: Explosion of the vehicle when the damage reaches 1. Parameter is reference to AmmoType used to calculate damage to objects around when vehicle explodes (if it have a fuel and can explode), default "FuelExplosion".
- Path: configFile >> CfgVehicles >> Vehicle_class
- Type of emitter: constant emitter
leftFastWaterEffect / rightFastWaterEffect
- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "waterFastEffectSpeed" (vehicle parameter).
- Path: configFile >> CfgVehicles >> Boat_class
- Type of emitter: real-time emitter
- Variables:
- density - depends on thrust and speed
- size - for some vehicles it is constant, for some (boats) it depends on speed
- positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
- positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
- positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
- speedX - speed of the vehicle as vector
- speedY - speed of the vehicle as vector
- speedZ - speed of the vehicle as vector
- speedSize - size of the speed vector
- turn - position of the wheel (-1, 1), for boat it is allways 0
- thrust - current thrust of the vehicle
- Related parameters:
- waterFastEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)
- memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)
leftWaterEffect / rightWaterEffect
- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is less then "waterFastEffectSpeed" (vehicle parameter).
- Path: configFile >> CfgVehicles >> Boat_class
- Type of emitter: real-time emitter
- Variables:
- density - depends on thrust and speed
- size - for some vehicles it is constant, for some (boats) it depends on speed
- positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
- positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
- positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
- speedX - speed of the vehicle as vector
- speedY - speed of the vehicle as vector
- speedZ - speed of the vehicle as vector
- speedSize - size of the speed vector
- turn - position of the wheel (-1, 1), for boat it is allways 0
- thrust - current thrust of the vehicle
- Related parameters:
- waterFastEffectSpeed - effects are simulated when the vehicle speed is less then this value (number)
- memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)
leftEngineEffect / rightEngineEffect
- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "engineEffectSpeed" (vehicle parameter).
- Path: configFile >> CfgVehicles >> Boat_class
- Type of emitter: real-time emitter
- Variables:
- density - depends on thrust and speed
- size - for some vehicles it is constant, for some (boats) it depends on speed
- positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
- positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
- positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
- speedX - speed of the vehicle as vector
- speedY - speed of the vehicle as vector
- speedZ - speed of the vehicle as vector
- speedSize - size of the speed vector
- turn - position of the wheel (-1, 1), for boat it is allways 0
- thrust - current thrust of the vehicle
- Related parameters:
- engineEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)
- memotyPointsLeftEngineEffect/memotyPointsRightEngineEffect - position stored in position variables (string - memorypoint)
impactEffectsBlood
- Description: Blood effect, only for Person object (and if blood is enabled).
- Path: configFile >> CfgVehicles >> Unit_class
- Type of emitter: constant emitter
- Variables:
- intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
- interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
- fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
- fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
- lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
- surfNormalX - normal to the surface of the object as vector in world coord
- surfNormalY - normal to the surface of the object as vector in world coord
- surfNormalZ - normal to the surface of the object as vector in world coord
- inSpeed - speed of projectile before hit of the object
- inDirX - direction of projectile before hit of the object as vector
- inDirY - direction of projectile before hit of the object as vector
- inDirZ - direction of projectile before hit of the object as vector
- outSpeed - speed of projectile after hit of the object
- outDirX - direction of projectile after hit of the object as vector
- outDirY - direction of projectile after hit of the object as vector
- outDirZ - direction of projectile after hit of the object as vector
- explosionDirX - used for directional explosions
- explosionDirY - used for directional explosions
- explosionDirZ - used for directional explosions
- hit - hit parameter which is defined in given ammo type
- damage - damage caused by hit
- dustness - dustness of material
- randomValue - random value
- distToWater - vertical distance to sea level
impactEffectsNoBlood
- Description: Blood effect, only for Person object (and if blood is disabled).
- Path: configFile >> CfgVehicles >> Unit_class
- Type of emitter: constant emitter
- Variables:
- intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
- interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
- fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
- fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
- lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
- surfNormalX - normal to the surface of the object as vector in world coord
- surfNormalY - normal to the surface of the object as vector in world coord
- surfNormalZ - normal to the surface of the object as vector in world coord
- inSpeed - speed of projectile before hit of the object
- inDirX - direction of projectile before hit of the object as vector
- inDirY - direction of projectile before hit of the object as vector
- inDirZ - direction of projectile before hit of the object as vector
- outSpeed - speed of projectile after hit of the object
- outDirX - direction of projectile after hit of the object as vector
- outDirY - direction of projectile after hit of the object as vector
- outDirZ - direction of projectile after hit of the object as vector
- explosionDirX - used for directional explosions
- explosionDirY - used for directional explosions
- explosionDirZ - used for directional explosions
- hit - hit parameter which is defined in given ammo type
- damage - damage caused by hit
- dustness - dustness of material
- randomValue - random value
- distToWater - vertical distance to sea level
mineJumpEffects
- Description: Effect when the jumping mine jumps.
- Path: configFile >> CfgAmmo >> Explosive_class
- Type of emitter: constant emitter
- Variables:
- speed - indirectHit of the mine
- positionX - distance from the original position (from where the mine is jumping) as vector
- positionY - distance from the original position (from where the mine is jumping) as vector
- positionZ - distance from the original position (from where the mine is jumping) as vector
craterEffects
- Description: Crater part of explosion of given ammo, it is a parameter of the ammoType of the projectile that creates the crater. This is used for craters above the water.
- Path: configFile >> CfgAmmo >> Explosive_class
- Type of emitter: constant emitter
- Variables:
- intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
- interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
- fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
- fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
- lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
- surfNormalX - normal to the surface of the object as vector in world coord
- surfNormalY - normal to the surface of the object as vector in world coord
- surfNormalZ - normal to the surface of the object as vector in world coord
- inSpeed - speed of projectile before hit of the object
- inDirX - direction of projectile before hit of the object as vector
- inDirY - direction of projectile before hit of the object as vector
- inDirZ - direction of projectile before hit of the object as vector
- outSpeed - speed of projectile after hit of the object
- outDirX - direction of projectile after hit of the object as vector
- outDirY - direction of projectile after hit of the object as vector
- outDirZ - direction of projectile after hit of the object as vector
- explosionDirX - used for directional explosions
- explosionDirY - used for directional explosions
- explosionDirZ - used for directional explosions
- hit - hit parameter which is defined in given ammo type
- damage - damage caused by hit
- dustness - dustness of material
- randomValue - random value
- distToWater - vertical distance to sea level
craterWaterEffects
- Description: Same as „createrEffects“ this is used for craters under water.
- Path: configFile >> CfgAmmo >> Explosive_class
- Type of emitter: constant emitter
- Variables:
- intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
- interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
- fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
- fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
- lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
- surfNormalX - normal to the surface of the object as vector in world coord
- surfNormalY - normal to the surface of the object as vector in world coord
- surfNormalZ - normal to the surface of the object as vector in world coord
- inSpeed - speed of projectile before hit of the object
- inDirX - direction of projectile before hit of the object as vector
- inDirY - direction of projectile before hit of the object as vector
- inDirZ - direction of projectile before hit of the object as vector
- outSpeed - speed of projectile after hit of the object
- outDirX - direction of projectile after hit of the object as vector
- outDirY - direction of projectile after hit of the object as vector
- outDirZ - direction of projectile after hit of the object as vector
- explosionDirX - used for directional explosions
- explosionDirY - used for directional explosions
- explosionDirZ - used for directional explosions
- hit - hit parameter which is defined in given ammo type
- damage - damage caused by hit
- dustness - dustness of material
- randomValue - random value
- distToWater - vertical distance to sea level
effectFlare
- Description: Effect of the Flare projectile.
- Path: configFile >> CfgAmmo >> Ammo_class
- Type of emitter: real-time emitter
- Variables:
- colorR - color defined by parameter "smokeColor" in AmmoType
- colorG - color defined by parameter "smokeColor" in AmmoType
- colorB - color defined by parameter "smokeColor" in AmmoType
- colorA - color defined by parameter "smokeColor" in AmmoType
effectFly
- Description: Trail effect for flying ammo.
- Path: configFile >> CfgAmmo >> Ammo_class
- Type of emitter: real-time emitter
- Variables:
- hit - hit from AmmoType
- speedX - speed of projectile as vector
- speedY - speed of projectile as vector
- speedZ - speed of projectile as vector
- speedSize - size of the speed vector
- flyTime - how long the projectile is flying (time since the shot)
- distToSurface - distance to surface (under the bullet)
effectsMissile
- Description: Trail effect for flying missile.
- Path: configFile >> CfgAmmo >> Missile_class
- Type of emitter: constant emitter
- Variables:
- intensity - intensity from effect config
- interval - interval from effect config
- fireIntensity - intensity from effect config
- fireInterval - interval from effect config
- lifeTime - lifeTime from effect config and thrustTime from AmmoType
effectsMissileInit
- Description: Init effect for missile (before the engine of the missile is started).
- Path: configFile >> CfgAmmo >> Missile_class
- Type of emitter: real-time emitter
- Variables:
- speed - speed of the missile in world coord
- density - value that goes from 1.0 to 0.0 according to time (0.0 when time from shot is equal to "initTime" ammoType atribute)
- speedX - full vector of the speed in world coord
- speedY - full vector of the speed in world coord
- speedZ - full vector of the speed in world coord
- parentSpeedX - speed of parent unit/vehicle that fired the missile as vector
- parentSpeedY - speed of parent unit/vehicle that fired the missile as vector
- parentSpeedZ - speed of parent unit/vehicle that fired the missile as vector
- landContact - 1 if has land contact, 0 otherwise
effectsSmoke
- Description: Effect for smoke grenades and countermeasures. Parameters depends on if the projectile is grenade or countermeasure.
- Path: configFile >> CfgAmmo >> Ammo_class
- Type of emitter: real-time emitter
- Variables for smoke grenades:
- colorR - color defined by parameter "smokeColor" in AmmoType
- colorG - color defined by parameter "smokeColor" in AmmoType
- colorB - color defined by parameter "smokeColor" in AmmoType
- colorA - color defined by parameter "smokeColor" in AmmoType
- Variables for smoke countermeasure:
- time - time since the coutnermeasure has been created
explosionEffects
- Description: Effect when explosion should happen (ex. Missile hit).
- Path: configFile >> CfgAmmo >> Ammo_class
- Type of emitter: constant emitter
- Variables:
- intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
- interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
- fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
- fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
- lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
- surfNormalX - normal to the surface of the object as vector in world coord
- surfNormalY - normal to the surface of the object as vector in world coord
- surfNormalZ - normal to the surface of the object as vector in world coord
- inSpeed - speed of projectile before hit of the object
- inDirX - direction of projectile before hit of the object as vector
- inDirY - direction of projectile before hit of the object as vector
- inDirZ - direction of projectile before hit of the object as vector
- outSpeed - speed of projectile after hit of the object
- outDirX - direction of projectile after hit of the object as vector
- outDirY - direction of projectile after hit of the object as vector
- outDirZ - direction of projectile after hit of the object as vector
- explosionDirX - used for directional explosions
- explosionDirY - used for directional explosions
- explosionDirZ - used for directional explosions
- hit - hit parameter which is defined in given ammo type
- damage - damage caused by hit
- dustness - dustness of material
- randomValue - random value
- distToWater - vertical distance to sea level
effectName (GunParticles)
- Description: Weapon muzzle effect.
- Path: configFile >> CfgWeapons >> Weapon_class >> GunParticles >> Random_class_name
- Type of emitter: real-time emitter
- Variables:
- positionX - position of the memorypoint defined in paremeter positionName as vector
- positionY - position of the memorypoint defined in paremeter positionName as vector
- positionZ - position of the memorypoint defined in paremeter positionName as vector
- directionX - direction to the memorypoint defined in paremeter directionName as vector in world coord
- directionY - direction to the memorypoint defined in paremeter directionName as vector in world coord
- directionZ - direction to the memorypoint defined in paremeter directionName as vector in world coord
- directionLocalX - direction to the memorypoint defined in paremeter directionName as vector in weapon coord
- directionLocalY - direction to the memorypoint defined in paremeter directionName as vector in weapon coord
- directionLocalZ - direction to the memorypoint defined in paremeter directionName as vector in weapon coord
- vehicleSpeedX - weapon movement as vector in world coord
- vehicleSpeedY - weapon movement as vector in world coord
- vehicleSpeedZ - weapon movement as vector in world coord
- vehicleSpeedSize - speed of weapon movement
- vehicleSpeedLocalX - weapon movement as vector in weapon coord
- vehicleSpeedLocalY - weapon movement as vector in weapon coord
- vehicleSpeedLocalZ - weapon movement as vector in weapon coord
- vehicleSpeedLocalSize - speed of weapon movement
- isWaterSurface - 1 if the surface under weapon is land, -1 for water
- distToSurface - vertical distance between muzzle and surface
- dustness - dustness of surface
- humidity - humidity of the air (depends on rain)
- Related parameters:
- directionName - direction stored in direction variables (string - memorypoint)
- positionName - position stored in position variables (string - memorypoint)
Example:
class CfgWeapons
{
class LMG_Minigun
{
class gunParticles
{
class effect1
{
positionName = "machinegun_eject_pos";
directionName = "machinegun_eject_dir";
effectName = "MachineGunCartridge1";
};
class effect2
{
positionName = "machinegun_end";
directionName = "machinegun_beg";
effectName = "MachineGun1";
};
};
};
};
effect (Exhausts)
- Description: Vehicle's exhaust effects.
- Path: configFile >> CfgVehicles >> Vehicle_class >> Exhausts >> Random_class_name
- Type of emitter: real-time emitter
- Variables:
- intensity
- damage - damage of vehicle
- positionX - position of the memorypoint defined in paremeter position as vector
- positionY - position of the memorypoint defined in paremeter position as vector
- positionZ - position of the memorypoint defined in paremeter position as vector
- speedX - speed of the vehicle as vector
- speedY - speed of the vehicle as vector
- speedZ - speed of the vehicle as vector
- vehicleSpeedSize - speed of vehicle as scalar
- engineOn - starting (temperature) of engine
- distToWater - vertical distance between position memorypoint and sea level
- randomValue - generated when the vehicle is created
- Related parameters:
- direction - direction stored in position variables (string - memorypoint)
- position - position stored in position variables (string - memorypoint)
Example:
class CfgVehicles
{
class Ifrit_Base
{
class Exhausts
{
class Exhaust1
{
position = "exhaust_pos";
direction = "exhaust_dir";
effect = "ExhaustEffectHTruck";
};
};
};
};
effectName (WingVortices)
- Description: Wingtip vortices and similar effects on planes.
- Path: configFile >> CfgVehicles >> Vehicle_class >> WingVortices >> Random_class_name
- Type of emitter: real-time emitter
- Variables:
- positionX - position of the memorypoint defined in paremeter position as vector
- positionY - position of the memorypoint defined in paremeter position as vector
- positionZ - position of the memorypoint defined in paremeter position as vector
- speedX - speed of the vehicle as vector
- speedY - speed of the vehicle as vector
- speedZ - speed of the vehicle as vector
- speed - speed of vehicle as scalar
- accelX - acceleration of the vehicle as vector
- accelY - acceleration of the vehicle as vector
- accelZ - acceleration of the vehicle as vector
- accel - acceleration of vehicle as scalar
- altitude - altitude of the vehicle in meters
- humidity - humidity of air
- Related parameters:
- position - position stored in position variables (string - memorypoint)
Example:
class CfgVehicles
{
class Plane_Fighter_03_base_F
{
class WingVortices
{
class WingTipLeft
{
position = "body_vapour_L_E";
effectName = "WingVortices";
};
};
};
};