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Arma 3 Particle Effects: Config Parameters
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Arma 3 Particle Effects: Config Parameters
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==Intro== The list of config parameters used for calling of particle effects. For more info see: [[Arma_3_Particle_Effects|Arma 3 Particle Effects]] <br/> ==Parameters== ===Parameter: - (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 * 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 <br/> ===Parameter: breathingBubblesEffect=== * Description: Bubble effect for units who are able to breath underwater. * Path: configFile >> CfgVehicles >> <font color="grey">''Unit_class''</font> * 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) <br/> ===Parameter: rightDustEffect / leftDustEffect=== * Description: Old dust vehicle effect (it is used only if new one is not defined). * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> * 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 <br/> ===Parameter: rightDustEffects / leftDustEffects=== * Description: New dust vehicle effect. Different effect can be defined for each surface type. These parameters are not strings as usual, they are arrays. * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> * 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 <br/> ''Example'': class cfgVehicles { class car { rightDustEffects[] = { {"GdtStratisConcrete", "RDustEffects"}, {"GdtStratisConcrete", "RDirtEffects"}, {"GdtStratisBeach", "RDustEffects"}, {"GdtStratisBeach", "RStonesEffects"}, }; leftDustEffects[] = { {"GdtStratisConcrete", "RDustEffects"}, {"GdtStratisConcrete", "RDirtEffects"}, {"GdtStratisBeach", "RDustEffects"}, {"GdtStratisBeach", "RStonesEffects"}, }; }; }; <br/> ===Parameter: damageEffect=== * Description: Effect when vehicle is damaged, it's allways simulated (even if vehicle is not damaged). * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> * Type of emitter: real-time emitter * Variables: ** damage - total damage of the vehicle ** engineOn - 1 if engine is on, 0 if not ** 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) <br/> ===Parameter: dustEffect=== * Description: Dust effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the ground is under vehicle. * Path: configFile >> CfgVehicles >> <font color="grey">''Helicopter_class''</font> * 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 <br/> ===Parameter: waterEffect=== * Description: Water effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the water is under vehicle. * Path: configFile >> CfgVehicles >> <font color="grey">''Helicopter_class''</font> * 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 <br/> ===Parameter: impactEffectsSea=== * Description: Effect triggered when a collision of the object with the sea surface is detected. * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> * 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 <br/> ===Parameter: collisionEffect=== * Description: Effect triggered when a collision of the object and another object is detected. * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> * 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 <br/> ===Parameter: explosionEffect=== * Description: Explosion of the vehicle when the damage reaches 1. Parameter is reference to AmmoType used to calculate damage to objects around when vehicle explodes (if it have a fuel and can explode), default "FuelExplosion". * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> * Type of emitter: constant emitter <br/> ===Parameter: leftFastWaterEffect / rightFastWaterEffect=== * Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "waterFastEffectSpeed" (vehicle parameter). * Path: configFile >> CfgVehicles >> <font color="grey">''Boat_class''</font> * Type of emitter: real-time emitter * Variables: ** density - depends on thrust and speed ** size - for some vehicles it's constant, for some (boats) it depends on speed ** positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector ** positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector ** positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector ** speedX - speed of the vehicle as vector ** speedY - speed of the vehicle as vector ** speedZ - speed of the vehicle as vector ** speedSize - size of the speed vector ** turn - position of the wheel (-1, 1), for boat it's allways 0 ** thrust - current thrust of the vehicle * Related parameters: ** waterFastEffectSpeed - effects are simulated when the vehicle speed is more then this value (number) ** memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint) <br/> ===Parameter: leftWaterEffect / rightWaterEffect=== * Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is less then "waterFastEffectSpeed" (vehicle parameter). * Path: configFile >> CfgVehicles >> <font color="grey">''Boat_class''</font> * Type of emitter: real-time emitter * Variables: ** density - depends on thrust and speed ** size - for some vehicles it's constant, for some (boats) it depends on speed ** positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector ** positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector ** positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector ** speedX - speed of the vehicle as vector ** speedY - speed of the vehicle as vector ** speedZ - speed of the vehicle as vector ** speedSize - size of the speed vector ** turn - position of the wheel (-1, 1), for boat it's allways 0 ** thrust - current thrust of the vehicle * Related parameters: ** waterFastEffectSpeed - effects are simulated when the vehicle speed is less then this value (number) ** memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint) <br/> ===Parameter: leftEngineEffect / rightEngineEffect=== * Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "engineEffectSpeed" (vehicle parameter). * Path: configFile >> CfgVehicles >> <font color="grey">''Boat_class''</font> * Type of emitter: real-time emitter * Variables: ** density - depends on thrust and speed ** size - for some vehicles it's constant, for some (boats) it depends on speed ** positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector ** positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector ** positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector ** speedX - speed of the vehicle as vector ** speedY - speed of the vehicle as vector ** speedZ - speed of the vehicle as vector ** speedSize - size of the speed vector ** turn - position of the wheel (-1, 1), for boat it's allways 0 ** thrust - current thrust of the vehicle * Related parameters: ** engineEffectSpeed - effects are simulated when the vehicle speed is more then this value (number) ** memotyPointsLeftEngineEffect/memotyPointsRightEngineEffect - position stored in position variables (string - memorypoint) <br/> ===Parameter: impactEffectsBlood=== * Description: Blood effect, only for Person object (and if blood is enabled). * Path: configFile >> CfgVehicles >> <font color="grey">''Unit_class''</font> * 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 <br/> ===Parameter: impactEffectsNoBlood=== * Description: Blood effect, only for Person object (and if blood is disabled). * Path: configFile >> CfgVehicles >> <font color="grey">''Unit_class''</font> * 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 <br/> ===Parameter: mineJumpEffects=== * Description: Effect when the jumping mine jumps. * Path: configFile >> CfgAmmo >> <font color="grey">''Explosive_class''</font> * 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 <br/> ===Parameter: craterEffects=== * Description: Crater part of explosion of given ammo, it's a parameter of the ammoType of the projectile that creates the crater. This is used for craters above the water. * Path: configFile >> CfgAmmo >> <font color="grey">''Explosive_class''</font> * 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 <br/> ===Parameter: craterWaterEffects=== * Description: Same as „createrEffects“ this is used for craters under water. * Path: configFile >> CfgAmmo >> <font color="grey">''Explosive_class''</font> * 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 <br/> ===Parameter: effectFlare=== * Description: Effect of the Flare projectile. * Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> * 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 <br/> ===Parameter: effectFly=== * Description: Trail effect for flying ammo. * Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> * 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) <br/> ===Parameter: effectsMissile=== * Description: Trail effect for flying missile. * Path: configFile >> CfgAmmo >> <font color="grey">''Missile_class''</font> * 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 <br/> ===Parameter: effectsMissileInit=== * Description: Init effect for missile (before the engine of the missile is started). * Path: configFile >> CfgAmmo >> <font color="grey">''Missile_class''</font> * 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 <br/> ===Parameter: effectsSmoke=== * 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> * 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 <br/> ===Parameter: explosionEffects=== * Description: Effect when explosion should happen (ex. Missile hit). * Path: configFile >> CfgAmmo >> <font color="grey">''Ammo_class''</font> * 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 <br/> ===Parameter: effectName (GunParticles)=== * Description: Weapon muzzle effect. * Path: configFile >> CfgWeapons >> <font color="grey">''Weapon_class''</font> >> GunParticles >> <font color="grey">''Random_class_name''</font> * 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) <br/> ''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"; }; }; }; }; <br/> ===Parameter: effect (Exhausts)=== * Description: Vehicle's exhaust effects. * Path: configFile >> CfgVehicles >> <font color="grey">''Vehicle_class''</font> >> Exhausts >> <font color="grey">''Random_class_name''</font> * 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) <br/> ''Example:'' class cfgVehicles { class Ifrit_Base { class Exhausts { class Exhaust1 { position = "exhaust_pos"; direction = "exhaust_dir"; effect = "ExhaustEffectHTruck"; }; }; }; }; <br/> ===Parameter: 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) <br/> ''Example:'' class cfgVehicles { class Plane_Fighter_03_base_F { class WingVortices { class WingTipLeft { position = "body_vapour_L_E"; effectName = "WingVortices"; }; }; }; }; [[Category:Arma 3: Editing|Particle Effects]]
摘要:
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