Particles Tutorial: Difference between revisions
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=== Create a particle source === | === Create a particle source === | ||
[[private]] _particleSource = '''"#particlesource"''' [[createVehicleLocal]] [[ | [[private]] _particleSource = '''"#particlesource"''' [[createVehicleLocal]] [[ASLtoAGL]] [[getPosASL]] [[player]]; | ||
{{Feature | Informative | A particle source is '''[[Multiplayer Scripting#Locality|local]]''' (and all the particle commands take a local argument too), hence [[createVehicleLocal]] usage.}} | {{Feature | Informative | A particle source is '''[[Multiplayer Scripting#Locality|local]]''' (and all the particle commands take a local argument too), hence [[createVehicleLocal]] usage.}} |
Revision as of 18:23, 26 August 2021
Basics
A particle is a (to some extent, non-physical) 2D plane that always faces the camera, or (more rarely) a 3D model. It can be used to simulate ambient effects, such as dust, fire, water splash, wood splinters and even rock debris.
A particle source is a non-physical object that creates particles at a certain rate and position/velocity.
A particle (as well as a particle source) is local to the computer where the script has been called; one player could see smoke while another could see through without any issue.
How to
Create a particle source
private _particleSource = "#particlesource" createVehicleLocal ASLtoAGL getPosASL player;
Set source class
_particleSource setParticleClass "ObjectDestructionFire1Smallx"; // defined in configFile >> "CfgCloudlets"
Set source parameters
// see ParticleArray for details on the array format _particleSource setParticleParams [ ["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 0, 8], "", "Billboard", 1, 3, // animationName, type, timerPeriod, lifeTime [0,1.5,0], // position relative to referenceObject [0,0,0], // velocity 0, 0.005, 0.003925, 0.1, [0.25, 0.75], // rotation, weight, volume, rubbing, size [[1,0,0,0.5], [0,1,0,1], [0,0,01,0.25]], // colors [1], // animationPhase 0, 0, // randomDirectionPeriod, randomDirectionIntensity "", "", // onTimer, beforeDestroy player, // referenceObject 0, false, // angle, bounces -1, [], // bounceOnSurface, emissiveColor [0,1,0] // vectorDir - CANNOT be [0,0,0] ];
Set source drop interval
_particleSource setDropInterval 0.0625; // duration between drops
Set source drop circle
_particleSource setParticleCircle [3, [0,1,0]]; // [circle radius, velocity]
Set source random values
/* lifeTime, position, moveVelocity, rotationVelocity, size, color, directionPeriod, directionIntensity, angle, bounceOnSurface */ _particleSource setParticleRandom [0, [0.1, 0.1, 0.1], [0, 0, 0.5], 0, 0.1, [0, 0, 0, 0], 0, 0];
Set source fire properties
_particleSource setParticleFire [0.1, 0.5, 2]; // [coreIntensity, coreDistance, damageTime]
Delete source
deleteVehicle _particleSource; // as simple as that
Use the drop command
The drop command only drops one particle. If multiple ones are needed, a loop (for, while) must be used.
// see ParticleArray for details on the array format drop [ ["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 0, 8], "", "Billboard", 1, 3, // animationName, type, timerPeriod, lifeTime [0,1.5,0], // position relative to referenceObject [0,0,0], // velocity 0, 0.005, 0.003925, 0.1, [0.25, 0.75], // rotation, weight, volume, rubbing, size [[1,0,0,0.5], [0,1,0,1], [0,0,01,0.25]], // colors [1], // animationPhase 0, 0, // randomDirectionPeriod, randomDirectionIntensity "", "", // onTimer, beforeDestroy player // referenceObject ];
Design Workflow
In order to determine one particle behaviour, a simple drop usage in the Debug Console can do; but seeing the complete end result can be another task at hand.
Using a Script
One way to design your effect is to have an SQF file, named e.g "particles.sqf", filled with your code:
{ deleteVehicle _x } forEach allMissionObjects "#particlesource"; private _posATL = player modelToWorld [0,10,0]; ps1 = "#particlesource" createVehicleLocal _posATL; ps1 setParticleParams [/* ... */]; ps1 setDropInterval 0.2; ps2 = "#particlesource" createVehicleLocal _posATL; ps2 setParticleParams [/* ... */]; ps2 setDropInterval 0.2;
and run with
execVM "particles.sqf";
This format deletes all previous effects and still allows you to use the Debug Console in order to adjust particle source settings thanks to the usage of global variables (here, ps1 and ps2)
Using a Mod
Emitter 3Ditor (a real-time WYSIWYG particle source editor) adds and uses particle and light emitters in your scenarios without any scripting nor mod dependency.
Steam page - Forums post
Full examples
Burning Vehicle Fire Look-Alike
private _posATL = player modelToWorld [0,10,0]; // Fire private _ps0 = "#particlesource" createVehicleLocal _posATL; _ps0 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", 0, 1, [0, 0, 0.25], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1,1,1, 0.0], [1,1,1, 0.3], [1,1,1, 0.0]], [0.75], 0, 0, "", "", _ps0, rad -45]; _ps0 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 0, 0.5, [0, 0, 0, 0], 0, 0]; _ps0 setDropInterval 0.03; // Smoke part 1 private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _ps1 setDropInterval 0.5; // Smoke part 2 private _ps2 = "#particlesource" createVehicleLocal _posATL; _ps2 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _ps2]; _ps2 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _ps2 setDropInterval 0.25;
Fire
private _posATL = player modelToWorld [0,10,0]; // Fire private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 0, 1, 1, 3, [0.5,1.5], [[1,1,1,0.4], [1,1,1,0.2], [1,1,1,0]], [0.25,1], 1, 1, "", "", _ps1]; _ps1 [[setParticleRandom]] [0.2, [0.5, 0.5, 0.25], [0.125, 0.125, 0.125], 0.2, 0.2, [0, 0, 0, 0], 0, 0]; _ps1 setDropInterval 0.05; // Smoke private _ps2 = "#particlesource" createVehicleLocal _posATL; _ps2 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 1, 1], "", "Billboard", 1, 5, [0, 0, 1], [0, 0, 1.5], 0, 1, 1, 0.5, [1.75,2,3,4.5], // timerPeriod → size [[1,1,1,0], [1,1,1,0.5], [1,1,1,0.4], [1,1,1,0.2], [1,1,1,0]], [0.5,0.5], 0, 0, "", "", _ps2]; _ps2 setParticleRandom [0.5, [1, 1, 0.4], [0, 0, 0.5], 0, 0.125, [0, 0, 0, 0], rad 30, 0]; _ps2 setDropInterval 0.1;
Floating Orb
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 12, 16, 0], "", "Billboard", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [4], [[1, 1, 1, 1]], [1000], 1, 0, "", "", _ps1]; _ps1 setDropInterval 3;
Heavy Oily Smoke (Small)
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 16, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0, 0, 0, 0], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.1, 0.1, 0.1, 0.5], [0.125, 0.125, 0.125, 0]], [0.25], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setDropInterval 0.05;
Heavy Oily Smoke (Medium)
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 16, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0, 0, 0, 0], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.1, 0.1, 0.1, 0.5], [0.125, 0.125, 0.125, 0]], [0.25], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setDropInterval 0.1;
Heavy Oily Smoke (Large)
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 16, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [4, 12, 20], [[0, 0, 0, 0], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.05, 0.05, 0.05, 1], [0.1, 0.1, 0.1, 0.5], [0.125, 0.125, 0.125, 0]], [0.25], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setDropInterval 0.2;
Light Wood Smoke (Small)
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 16, 0], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.15], [0.5, 0.5, 0.5, 0.1], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.25], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setDropInterval 0.05;
Light Wood Smoke (Medium)
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 16, 0], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.3], [0.5, 0.5, 0.5, 0.2], [0.5, 0.5, 0.5, 0.1], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.25], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setDropInterval 0.1;
Light Wood Smoke (Large)
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 16, 0], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.5, 0.5, 0.5, 0], [0.5, 0.5, 0.5, 0.5], [0.66, 0.66, 0.66, 0.33], [0.75, 0.75, 0.75, 0.25], [1, 1, 1, 0]], [0.25], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setDropInterval 0.2;
Mixed Smoke (Small)
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 16, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.2, 0.2, 0.2, 0], [0.2, 0.2, 0.2, 0.45], [0.2, 0.2, 0.2, 0.45], [0.35, 0.35, 0.35, 0.225], [0.5, 0.5, 0.5, 0]], [0.25], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setDropInterval 0.1; private _ps2 = "#particlesource" createVehicleLocal _posATL; _ps2 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 16, 0], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.33, 0.33, 0.33, 0], [0.33, 0.33, 0.33, 0.8], [0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.25], 1, 0, "", "", _ps2]; _ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps2 setDropInterval 0.1;
Mixed Smoke (Medium)
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 16, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.2, 0.2, 0.2, 0], [0.2, 0.2, 0.2, 0.3], [0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.25], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setDropInterval 0.2; private _ps2 = "#particlesource" createVehicleLocal _posATL; _ps2 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 16, 0], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.33, 0.33, 0.33, 0], [0.33, 0.33, 0.33, 0.8], [0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.25], 1, 0, "", "", _ps2]; _ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps2 setDropInterval 0.2;
Mixed Smoke (Large)
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 16, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.2, 0.2, 0.2, 0], [0.2, 0.2, 0.2, 0.3], [0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.25], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setDropInterval 0.2; private _ps2 = "#particlesource" createVehicleLocal _posATL; _ps2 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 16, 0], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.33, 0.33, 0.33, 0], [0.33, 0.33, 0.33, 0.8], [0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.25], 1, 0, "", "", _ps2]; _ps2 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps2 setDropInterval 0.2;
Rock Shower
private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ "\A3\Data_F\ParticleEffects\Pstone\Pstone", "", "SpaceObject", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1]], [0, 1], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0]; _ps1 setDropInterval 0.04;
See also
- Category:Particle System
- ParticleArray - particle array format