Particle Effects: Config Parameters – Arma 3

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==Intro==
{{TOC|side}}
The list of config parameters used for calling of particle effects. For more info see: [[Arma_3_Particle_Effects]]
The list of config parameters used for calling of particle effects. For more information, see [[Arma 3: Particle Effects]].
<br/>


==Parameters==
 
===Parameter: - (Hit)===
== Parameters ==
* Description: Effect for hit of specified material. Whatever name of parameter is working. Name of parametr must be used in bisurf's parameter ''impact''.
 
=== - (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''.
* 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
* 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
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** surfNormalZ - 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
** inSpeed - speed of projectile before hit of the object
** inDirX - speed of projectile before hit of the object as vector
** inDirX - direction of projectile before hit of the object as vector
** inDirY - speed of projectile before hit of the object as vector
** inDirY - direction of projectile before hit of the object as vector
** inDirZ - speed 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
** outSpeed - speed of projectile after hit of the object
** outDirX - speed of projectile after hit of the object as vector
** outDirX - direction of projectile after hit of the object as vector
** outDirY - speed of projectile after hit of the object as vector
** outDirY - direction of projectile after hit of the object as vector
** outDirZ - speed 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
** explosionDirX - used for directional explosions
** explosionDirY - used for directional explosions
** explosionDirY - used for directional explosions
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** randomValue - random value
** randomValue - random value
** distToWater - vertical distance to sea level
** distToWater - vertical distance to sea level
<br/>
 
===Parameter: breathingBubblesEffect===
=== 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
* Variables:  
* Variables:  
** positionX - position of the memorypoint defined in breathingBubblesPoint as vector
** positionX - 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)
<br/>
 
===Parameter: rightDustEffect / leftDustEffect===
=== 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
* Variables:  
* Variables:  
** density - speed, dustness of surface
** density - speed, 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
<br/>
 
===Parameter: rightDustEffects / leftDustEffects===
=== 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
* Variables:  
* Variables:  
** density - speed, dustness of surface
** density - speed, 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
<br/>
 
===Parameter: damageEffect===
 
* Description: Effect when vehicle is damaged, it's allways simulated (even if vehicle is not damaged).
''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>
 
=== 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
* Variables:
* Variables:
** 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)
<br/>
 
===Parameter: dustEffect===
=== 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
* Variables:  
* Variables:  
** speed - speed of vehicle
** speed - speed of vehicle
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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
<br/>
 
===Parameter: waterEffect===
=== 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
* Variables:  
* Variables:  
** speed - speed of vehicle
** speed - speed of vehicle
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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
<br/>
 
===Parameter: impactEffectsSea===
=== 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
* Variables:  
* Variables:  
** speed - speed of the object
** speed - speed 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
<br/>
 
===Parameter: collisionEffect===
=== 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
* Variables:  
* Variables:  
** positionX - position where the collision is detected as vector
** positionX - 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
<br/>
 
===Parameter: explosionEffect===
=== 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>
<br/>
* Type of emitter: constant emitter
===Parameter: leftFastWaterEffect / rightFastWaterEffect===
 
=== 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
* Variables:  
* Variables:  
** density - depends on thrust and speed
** density - depends on thrust and speed
** size - for some vehicles it's constant, for some (boats) it depends on 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
** 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's allways 0
** 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)
<br/>
 
===Parameter: leftWaterEffect / rightWaterEffect===
=== 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
* Variables:  
* Variables:  
** density - depends on thrust and speed
** density - depends on thrust and speed
** size - for some vehicles it's constant, for some (boats) it depends on 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
** 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's allways 0
** 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)
<br/>
 
===Parameter: leftEngineEffect / rightEngineEffect===
=== 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
* Variables:  
* Variables:  
** density - depends on thrust and speed
** density - depends on thrust and speed
** size - for some vehicles it's constant, for some (boats) it depends on 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
** 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's allways 0
** 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)
<br/>
 
===Parameter: impactEffectsBlood===
=== 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>
* 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
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** surfNormalZ - 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
** inSpeed - speed of projectile before hit of the object
** inDirX - speed of projectile before hit of the object as vector
** inDirX - direction of projectile before hit of the object as vector
** inDirY - speed of projectile before hit of the object as vector
** inDirY - direction of projectile before hit of the object as vector
** inDirZ - speed 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
** outSpeed - speed of projectile after hit of the object
** outDirX - speed of projectile after hit of the object as vector
** outDirX - direction of projectile after hit of the object as vector
** outDirY - speed of projectile after hit of the object as vector
** outDirY - direction of projectile after hit of the object as vector
** outDirZ - speed 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
** explosionDirX - used for directional explosions
** explosionDirY - used for directional explosions
** explosionDirY - used for directional explosions
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** randomValue - random value
** randomValue - random value
** distToWater - vertical distance to sea level
** distToWater - vertical distance to sea level
<br/>
 
===Parameter: impactEffectsNoBlood===
=== 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>
* 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
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** surfNormalZ - 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
** inSpeed - speed of projectile before hit of the object
** inDirX - speed of projectile before hit of the object as vector
** inDirX - direction of projectile before hit of the object as vector
** inDirY - speed of projectile before hit of the object as vector
** inDirY - direction of projectile before hit of the object as vector
** inDirZ - speed 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
** outSpeed - speed of projectile after hit of the object
** outDirX - speed of projectile after hit of the object as vector
** outDirX - direction of projectile after hit of the object as vector
** outDirY - speed of projectile after hit of the object as vector
** outDirY - direction of projectile after hit of the object as vector
** outDirZ - speed 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
** explosionDirX - used for directional explosions
** explosionDirY - used for directional explosions
** explosionDirY - used for directional explosions
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** randomValue - random value
** randomValue - random value
** distToWater - vertical distance to sea level  
** distToWater - vertical distance to sea level  
<br/>
 
===Parameter: mineJumpEffects===
=== 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
* Variables:  
* Variables:  
** speed - indirectHit of the mine
** speed - indirectHit of the mine
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** 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  
<br/>
 
===Parameter: craterEffects===
=== 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.
 
* 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
* 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
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** surfNormalZ - 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
** inSpeed - speed of projectile before hit of the object
** inDirX - speed of projectile before hit of the object as vector
** inDirX - direction of projectile before hit of the object as vector
** inDirY - speed of projectile before hit of the object as vector
** inDirY - direction of projectile before hit of the object as vector
** inDirZ - speed 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
** outSpeed - speed of projectile after hit of the object
** outDirX - speed of projectile after hit of the object as vector
** outDirX - direction of projectile after hit of the object as vector
** outDirY - speed of projectile after hit of the object as vector
** outDirY - direction of projectile after hit of the object as vector
** outDirZ - speed 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
** explosionDirX - used for directional explosions
** explosionDirY - used for directional explosions
** explosionDirY - used for directional explosions
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** randomValue - random value
** randomValue - random value
** distToWater - vertical distance to sea level
** distToWater - vertical distance to sea level
<br/>
 
===Parameter: craterWaterEffects===
=== 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
* 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
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** surfNormalZ - 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
** inSpeed - speed of projectile before hit of the object
** inDirX - speed of projectile before hit of the object as vector
** inDirX - direction of projectile before hit of the object as vector
** inDirY - speed of projectile before hit of the object as vector
** inDirY - direction of projectile before hit of the object as vector
** inDirZ - speed 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
** outSpeed - speed of projectile after hit of the object
** outDirX - speed of projectile after hit of the object as vector
** outDirX - direction of projectile after hit of the object as vector
** outDirY - speed of projectile after hit of the object as vector
** outDirY - direction of projectile after hit of the object as vector
** outDirZ - speed 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
** explosionDirX - used for directional explosions
** explosionDirY - used for directional explosions
** explosionDirY - used for directional explosions
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** randomValue - random value
** randomValue - random value
** distToWater - vertical distance to sea level
** distToWater - vertical distance to sea level
<br/>
 
===Parameter: effectFlare===
=== 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
* Variables:  
* Variables:  
** colorR - color defined by parameter "smokeColor" in AmmoType
** colorR - color defined by parameter "smokeColor" in AmmoType
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** 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
<br/>
 
===Parameter: effectFly===
=== 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
* Variables:  
* Variables:  
** hit - hit from AmmoType
** hit - hit from AmmoType
Line 369: Line 436:
** 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)
<br/>
 
===Parameter: effectsMissile===
=== 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
* Variables:  
* Variables:  
** intensity - intensity from effect config   
** intensity - intensity from effect config   
Line 379: Line 448:
** 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
<br/>
 
===Parameter: effectsMissileInit===
=== 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
* Variables:  
* Variables:  
** speed - speed of the missile in world coord
** speed - speed of the missile in world coord
Line 393: Line 464:
** 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
<br/>
 
===Parameter: effectsSmoke===
=== 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
* Variables for smoke grenades:  
* Variables for smoke grenades:  
** colorR - color defined by parameter "smokeColor" in AmmoType
** colorR - color defined by parameter "smokeColor" in AmmoType
Line 404: Line 477:
* Variables for smoke countermeasure:
* Variables for smoke countermeasure:
** time - time since the coutnermeasure has been created
** time - time since the coutnermeasure has been created
<br/>
 
===Parameter: explosionEffects===
=== 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
* 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
Line 418: Line 493:
** surfNormalZ - 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
** inSpeed - speed of projectile before hit of the object
** inDirX - speed of projectile before hit of the object as vector
** inDirX - direction of projectile before hit of the object as vector
** inDirY - speed of projectile before hit of the object as vector
** inDirY - direction of projectile before hit of the object as vector
** inDirZ - speed 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
** outSpeed - speed of projectile after hit of the object
** outDirX - speed of projectile after hit of the object as vector
** outDirX - direction of projectile after hit of the object as vector
** outDirY - speed of projectile after hit of the object as vector
** outDirY - direction of projectile after hit of the object as vector
** outDirZ - speed 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
** explosionDirX - used for directional explosions
** explosionDirY - used for directional explosions
** explosionDirY - used for directional explosions
Line 433: Line 508:
** randomValue - random value
** randomValue - random value
** distToWater - vertical distance to sea level
** distToWater - vertical distance to sea level
<br/>
 
===Parameter: effectName (GunParticles)===
=== effectName (GunParticles) ===
 
* Description: Weapon muzzle effect.
* Description: Weapon muzzle effect.
* Path: configFile >> CfgWeapons >> <font color="grey">''Weapon_class''</font> >> GunParticles
* Path: configFile >> CfgWeapons >> <font color="grey">''Weapon_class''</font> >> GunParticles >> <font color="grey">''Random_class_name''</font>
* 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
Line 455: Line 532:
** vehicleSpeedLocalZ - weapon movement as vector in weapon coord
** vehicleSpeedLocalZ - weapon movement as vector in weapon coord
** vehicleSpeedLocalSize - speed of weapon movement
** vehicleSpeedLocalSize - speed of weapon movement
** isWaterSurface - if the surface under weapon is sea, then 1
** isWaterSurface - 1 if the surface under weapon is land, -1 for water
** distToSurface - vertical distance between muzzle and surface
** distToSurface - vertical distance between muzzle and surface
** dustness - dustness of surface
** dustness - dustness of surface
Line 462: 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)
<br/>
 
===Parameter: effect (Exhausts)===
 
''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
* Variables:  
* Variables:  
** intensity
** intensity
Line 484: Line 589:




[[Category:Arma 3: Editing]]
''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.
* Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> >> WingVortices >> <font color="grey">''Random_class_name''</font>
* 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:''
<syntaxhighlight lang="cpp">
class CfgVehicles
{
class Plane_Fighter_03_base_F
{
class WingVortices
{
class WingTipLeft
{
position = "body_vapour_L_E";
effectName = "WingVortices";
};
};
};
};
</syntaxhighlight>
 
[[Category: Particle System]]

Revision as of 01:54, 8 August 2021

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";
			};
		};
	};
};