BIS fnc planeEjectionFX: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\{\{RV\|type=function \| *arma ?3 * \| *([0-9]\.[0-9]{2}) * \|gr1=(.*) \| <pre>\/\*" to "{{RV|type=function |game1= arma3 |version1= $1 |gr1=$2 |descr= <pre>/*") |
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Revision as of 19:56, 9 June 2021
Description
- Description:
/* Author: Bravo Zero One development - John_Spartan Description: - This function is designed as part of set of functions to implement semi-authenthic ejection system on fixed wing aircrfat that have such functionality enabled/configured. - Function created to add FX (sound/particles) for ejection feature. Exucution: - Call from within the main ejection fnc (on demand). Example: [_plane, _ejectionSeat] spawn BIS_fnc_planeEjectionFX; Requirments: - Compatible ejector seat must have a hide animation for rocket motor flash and position for FX to be attached. (TO DO PARAMETARIZE) Inehector seats model.cfg class Animations { class Rocket_Flash_hide { type = "hide"; source = "user"; selection = "rocket_flash"; sourceAddress = "mirror"; minValue = -1.5; maxValue = 0; hideValue = 0.99; }; }; Parameter(s): _this select 0: mode (Scalar) 0: plane/object 1: ejector seat/object Returns: nothing Result: Set of particle FX and sound FX will be aplied to ejection feature. */
- Execution:
- call
- Groups:
- Aircraft Functionality
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
Examples
- Examples:
- Example needed
Additional Information
- See also:
- See also needed
Notes
-
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