ParticleTemplates: Difference between revisions

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  _PS setParticleCircle [0, [0, 0, 0]];
  _PS setParticleCircle [0, [0, 0, 0]];
  _PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
  _PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
  _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [6, 6], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [0, 1], 1, 0, "", "", _OBJ];
  _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [6, 6], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [1], 1, 0, "", "", _OBJ];
  _PS setDropInterval 3.0;
  _PS setDropInterval 3.0;
Contributor: [[User:ColonelSandersLite|ColonelSandersLite]]
Contributor: [[User:ColonelSandersLite|ColonelSandersLite]]

Revision as of 07:07, 12 April 2007

Introduction

Listed on this page are several basic particle effects, that can be used as they are, or as templates for further customization.

To use these examples a variable named _OBJ has to exist, which points to an in-game object (a Game Logic, for example) to define the location of the effect.

_OBJ = GameLogicOne;

In addition, a particle source has to be defined:

_PS = "#particlesource" createVehicleLocal getpos _OBJ;

After this the following commands can then be used.


Heavy Oily Smoke Small

PE HeavyOilySmokeSmall.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [0, 0, 0], [0.075, 0.075, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 1, 1], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0.5], 0, 10, 7.9, 0.02, [0.75, 0.75], [[0.1, 0.1, 0.1 ,1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.03;

Contributor: ColonelSandersLite


Heavy Oily Smoke Medium

PE HeavyOilySmokeMedium.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 1, 1], "", "Billboard", 1, 12.5, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [1.2, 1.2], [[0.1, 0.1, 0.1 ,1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.03;

Contributor: ColonelSandersLite



Heavy Oily Smoke Large

PE HeavyOilySmokeLarge.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [0.25, 0.25, 0], [0.33, 0.33, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 5, 0], "", "Billboard", 1, 13, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [2, 2], [[0.1, 0.1, 0.1 ,1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.03;

Contributor: ColonelSandersLite



Mixed Smoke Small

PE MixedSmokeSmall.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [1, 1, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 5, 1], "", "Billboard", 1, 7, [0, 0, 0], [0, 0, 0], 1, 1.2, 1, 0.1, [2, 2], [[0.7, 0.7, 0.7 ,0.4], [0.5, 0.5, 0.5, 0.2], [0.2, 0.2, 0.2, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.04;

Contributor: ColonelSandersLite



Mixed Smoke Medium

PE MixedSmokeMedium.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [1.75, 1.75, 0], [0.54, 0.54, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 5, 1], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0], 1, 1.2, 1, 0.1, [3.5, 3.5], [[0.7, 0.7, 0.7 ,0.4], [0.5, 0.5, 0.5, 0.2], [0.2, 0.2, 0.2, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.04;

Contributor: ColonelSandersLite



Mixed Smoke Large

PE MixedSmokeLarge.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [2.5, 2.5, 0], [0.75, 0.75, 0], 0, 0, [0.05, 0.05, 0.05, 0.05], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 5, 1], "", "Billboard", 1, 13, [0, 0, 0], [0, 0, 0.5], 1, 1.2, 1, 0.1, [5, 5], [[0.7, 0.7, 0.7 ,0.4], [0.5, 0.5, 0.5, 0.2], [0.2, 0.2, 0.2, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.04;

Contributor: ColonelSandersLite



Light Wood Smoke Small

PE LightWoodSmokeSmall.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [1, 1, 0], [0.5, 0.5, 2], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 5, [0, 0, 0], [0, 0, 0.05], 1, 1.2, 1, 0.2, [2, 2], [[1, 1, 1 ,0.4], [1, 1, 1, 0.2], [1, 1, 1, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.04;

Contributor: ColonelSandersLite



Light Wood Smoke Medium

PE LightWoodSmokeMedium.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [3, 3, 0], [1, 1, 2], 0, 0.5, [0.05, 0.05, 0.05, 0.05], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0.05], 1, 1.2, 1, 0.2, [4, 4], [[1, 1, 1 ,0.4], [1, 1, 1, 0.2], [1, 1, 1, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.04;

Contributor: ColonelSandersLite



Light Wood Smoke Large

PE LightWoodSmokeLarge.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [5, 5, 0], [1, 1, 2], 0, 0.5, [0.05, 0.05, 0.05, 0.05], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0], [0, 0, 0.05], 1, 1.2, 1, 0.2, [6, 6], [[1, 1, 1 ,0.4], [1, 1, 1, 0.2], [1, 1, 1, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.04;

Contributor: ColonelSandersLite



Floating orb

PE FloatingOrb.jpg

(this one is actually pretty usefull for figuring out the shapename and associated numbers you want)

_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [6, 6], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [1], 1, 0, "", "", _OBJ];
_PS setDropInterval 3.0;

Contributor: ColonelSandersLite


Fire

PE fire.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0.2, [ 1, 1, 0], [2, 2, 1], 0.2, 0.2, [0, 0, 0, 0], 0, 0];
_PS setDropInterval 0.05;
_PS setParticleParams [["\ca\data\ParticleEffects\FireAndSmokeAnim\FireAnim", 8, 2, 7], "", "Billboard", 1, 1, [random 0.5, random 0.5, 0], [0, 0, 2], 1, 1, 0.9, 0.3, [4,6],[[1,1,1,0.7],[1,1,1,0.5],[1,1,1,0]], [0,1], 1, 1, "", "", _obj];

_PS1 = "#particlesource" createVehicleLocal getpos _obj;
_PS1 setParticleCircle [0, [0, 0, 0]];
_PS1 setParticleRandom [0.5, [1, 1, 0.4], [0, 0, 4], 0, 0.5, [0, 0, 0, 0], 0, 0];
_PS1 setDropInterval 0.01;
_PS1 setParticleParams [["\ca\data\ParticleEffects\FireAndSmokeAnim\FireAnim", 8, 2, 1], "", "Billboard", 1, 2, [0, random 0.5, random 1], [0, 0, 1], 10, 1, 0.9, 0.3, [1],[[1,1,1,0.5],[1,1,1,0.2],[1,1,1,0]], [0.5,0.5,0], 1, 1, "", "", _obj];

Contributor: Lost [OTK] (simplified, full version here)



Rock Shower

PE RockShower.jpg
_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0];
_PS setParticleParams [["\Ca\Data\ParticleEffects\Pstone\Pstone.p3d", 8, 3, 1], "", "SpaceObject", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1], [1, 1, 1, 1], [1, 1, 1, 1]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.04;

Contributor: ColonelSandersLite