drop

From Bohemia Interactive Community
Revision as of 20:00, 5 August 2006 by Hoz (talk | contribs) (moved to template. requires cleaning up.)
Jump to navigation Jump to search

Template:errors


Hover & click on the images for description

Description

Description:
Creates a particle effect. This command is used to create smoke, fire and similar effects. The particles are single polygons with single textures that always face the player. They can be set to dynamically change their position, size, direction, can be set to different weights and more or less dependant to the wind.
Groups:
Uncategorised

Syntax

Syntax:
drop effect
Parameters:
effect: Array - particle array (described below)
Return Value:
Nothing

Examples

Example 1:
Code

Additional Information

See also:
See also needed

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Global parameters: Physical parameters: Render parameters: Note that all these values are set as arrays to show their development in time. F.I. if you set the array [1,2] as a size then at the beginning the size of the particle will be 1 and at the end of the life time of the particle it's size will be 2. The rest od the values during the life time will be lineary interpolated. Random parameters: |p2= : [[]] |= Parameter 2 |p3= : [[]] |= Parameter 3 |p4= ShapeName: String - Name of the shape associated with the particle. |= Parameter 4 |p5= AnimationName: String - Name of the animation of the shape. |= Parameter 5 |p6= Type: String - Type of the particle (either "Billboard" or "SpaceObject"). |= Parameter 6 |p7= TimerPeriod: Number - The period of calling the "OnTimer" event (seconds). |= Parameter 7 |p8= LifeTime: Number - Life time of the particle (seconds). |= Parameter 8 |p9= Position: Position - Either a position or the name of a selection. In the latter case the Object property must be set, the selection has to exist in the Memory LOD of the model given in the Object property. |= Parameter 9 |p10= MoveVelocity: Vector - 3D vector which describes the velocity vector of the particle (direction and speed in m/s). |= Parameter 10 |p11= RotationVelocity: Number - Float number which determines number of rotations in one second. |= Parameter 11 |p12= Weight: Number - Weight of the particle (kg). |= Parameter 12 |p13= Volume: Number - Volume of the particle (m³). |= Parameter 13 |p14= Rubbing: Number - Float number without dimension which determines the impact of the density od the enviroment on this particle. 0 - no impact (vacuum). |= Parameter 14 |p15= Size: Type Array - array with elements of type Number. Size of the particle in time to render (meters). |= Parameter 15 |p16= Color: Type Array - array with elements of type [[]]Color Array. Color of the particle in time to render. |= Parameter 16 |p17= AnimationPhase: Type Array - array with elements of type [[]]Number. Phase of the animation in time. |= Parameter 17 |p18= RandomDirectionPeriod: Number - Period of changing the velocity vector (seconds). |= Parameter 18 |p19= RandomDirectionIntensity: Number - Each MoveVelocity component will be changed with random value from interval <0, RandomDirectionIntensity >. |= Parameter 19 |p20= OnTimer: String - Name of the script to run every period determined by TimerPeriod property. Position of the particle is stored in the "_this" variable. |= Parameter 20 |p21= BeforeDestroy: String - Name of the script to run right before destroying the particle. Position of the particle is stored in the "_this" variable. |= Parameter 21 |p22= Object: Object - Object to bind this particle to. If you don't want to set the particle to a specific vehicle, use objNull. |= Parameter 22 Particle systems created by drop are client-side (local) effects, that means they are affected by multiplayer locality. If a mission is designed for play on a dedicated server, you should consider excluding drop commands from the host for efficiency. Through thoughtful use of MP 'spoofing', drop works just as well as camCreate. This means you have the 'real' bullets and bombs generated on the server, while having the clients duplicate the script at the same time, only this time using harmless versions of the lethal stuff created on the server.

Bottom Section