Particle Effects: Config Parameters – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
m (added cat)
Line 612: Line 612:


[[Category:Arma 3: Editing|Particle Effects]]
[[Category:Arma 3: Editing|Particle Effects]]
[[Category: Particle System]]

Revision as of 16:54, 11 January 2020

Intro

The list of config parameters used for calling of particle effects. For more info see: Arma 3 Particle Effects

Parameters

Parameter: - (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


Parameter: 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)


Parameter: 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


Parameter: 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"},
        };
    };
}; 


Parameter: damageEffect

  • Description: Effect when vehicle is damaged, it's 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)


Parameter: 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


Parameter: 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


Parameter: 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


Parameter: 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


Parameter: 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


Parameter: 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's 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's 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)


Parameter: 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's 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's 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)


Parameter: 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's 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's 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)


Parameter: 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


Parameter: 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


Parameter: 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


Parameter: craterEffects

  • Description: Crater part of explosion of given ammo, it's 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


Parameter: 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


Parameter: 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


Parameter: 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)


Parameter: 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


Parameter: 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


Parameter: 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


Parameter: 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


Parameter: 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";
            };
        };
    };
};


Parameter: 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";
            };
        };
    };
};


Parameter: 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";
            };
        };
    };
};