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View Full Version : CSL Particle Parameter Utility



ColonelSandersLite
Mar 19 2007, 19:44
This thread is for the old version 1 series. V1.X will not be supported any further. Please see the V2 series thread here (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=60697;r=1;&#top).

http://i3.photobucket.com/albums/y91/ColonelSandersLite/completet.jpg
Full Size (http://i3.photobucket.com/albums/y91/ColonelSandersLite/complete.jpg)

This utility is, in essence, a particle effect editor that allows you to edit the 55 or so parameters associated with particle effects with a series of dialogs, and see the results first hand in real time.

This comes in the form of an ingame single mission. It's not a mission in the true sense however. The scripts inside are not meant to be imported into your own mission and there is no enemy to fight.

It's goal is simply to let you manipulate particle effects to enable you, as an addon maker or mission designer, to acheive the desired effect quickly, and use the settings you came up with in your mission/addon/script/whatever.

Compatibility:
Tested in 1.05 and 1.02

Multiplayer:
Not a true mission, just a tool. Multiplayer is irrelevant.

Features:
You manipulate the parameters of the particleParams, particleCircles, dropInterval, and particleRandom commands through a series of dialogs accessable through the action menu. You can copy and paste the formatted code out of the game to your favorite text editor.

Known issue:
The guy who tested 1.02 (special ed) tells me that using the action menu to open a dialog using the enter key causes them to close immediatly. Using *nearly default* keys. I do not know if this is an issue with 1.02, his keys, my dialog, or the game in general. (I would appreciate any info anybody can give me relating to this possible bug using different game version and keyboard setups. I cannot replicate it in 1.05 with my fully customised controls). Click your mouse scroll wheel instead if it is in any way an issue for you.

Small warning:
This tool does not check for valid parameters beyond what the game engine checks for itself. You can set parameters for some particle effects that will cause the game to crash. The few I've seen have all been related to setting shapeName 0 and shapeName 0 - 3 to an invalid combination. I consider this problem to be minor at worst.

There are only 4 parameters you cannot set:
Animation Name: There isn't enough concrete information for me to figure out what options to give the editor.
On Timer: Executes a script, therefore beyond the scope of this tool.
Before Destroy: Executes a script, therefore beyond the scope of this tool.
Object: Sets the target object of the script. Not relevent for the purposes of this utility.

Both a PBO version and an non Pbod version are included. Unless you want to edit something (like for example, you wish to do your edits directly on an addon vehicle or something, you can drop it in. Totally unsupported.), stick with the PBO.

The PBO goes in:
(yourArmaDirectory)\missions\

The Non PBO (whole folder) goes in:
(Your arma user directory)\(your user name)\missions



As a note:
I know that this is an iffy area to post this. However, it doesn't really fit neatly into any category. I'm just putting it here. If a mod decides to move it, fine. Although my justification for not putting it in the mission editing and scripting section is that this isn't a code snippet meant to be integrated into a mission. Nor a question about scripting but a full release of, what I consider to be, a utility.

Download:
V1.1
armaholic.com (http://www.armaholic.com/page.php?id=982)
Armed Assault.info (http://www.armedassault.info/index.php?option=com_content&task=view&id=275&Itemid=2)
fileden.com (limited bandwidth) (http://www.fileden.com/files/2007/3/20/905736/CSL_Prtcle_Param_Util_V1.1.rar)
Armed Assault Addonliste - Stavanger´s Militaria (http://www.nextgenerationgames.de/php/content/download/aaaddons/Scripte/CSL_Prtcle_Param_Util_V1.1.rar)

V1.0 (will be updated as these hosts update)
ofp.4players.de (http://ofp.4players.de/sys/index.php?showfile=1&fid=270&p=downloads&area=1&categ=23)


Home Thread:
This thread http://forums.bistudio.com/oldsmileys/wink_o.gif

Hosting:
Guys, you can host this anywhere you want, but if you let me know via PM, I'll add a link in the download thread and let you know if I patch it. I'd also prefer if you included a link back to this thread, as this is where I'll be posting updates, answering questions etc.


A big thank you goes out to Sanctuary of the BIS forums for inspiring the copy and paste method.


Version History:
V1.1: Method to copy paste formatted code added. Small Bug fixed.
V1.0: Release

License:
Unlimited rights (including editing and rereleasing) so long as it's non-commercial and adheres to the BIS terms of use. Any derivitive work cannot be more restrictive than this with respect to what rights an end user has.


Be sure and check the new BIKI page (http://community.bistudio.com/wiki/ParticleTemplates) for community made particle effects. Got a good one? Please add it!

ColonelSandersLite
Mar 19 2007, 19:50
Some Screen Shots:
Interface stuff:
http://i3.photobucket.com/albums/y91/ColonelSandersLite/interface1t.jpg
Full Size (http://i3.photobucket.com/albums/y91/ColonelSandersLite/interface1.jpg)

http://i3.photobucket.com/albums/y91/ColonelSandersLite/interface3t.jpg
Full Size (http://i3.photobucket.com/albums/y91/ColonelSandersLite/interface3.jpg)

http://i3.photobucket.com/albums/y91/ColonelSandersLite/interface4t.jpg
Full Size (http://i3.photobucket.com/albums/y91/ColonelSandersLite/interface4.jpg)


Particle Effects (using this tool, I created each of these in about 5 mins):
http://i3.photobucket.com/albums/y91/ColonelSandersLite/particleeffect1t.jpg
Full Size (http://i3.photobucket.com/albums/y91/ColonelSandersLite/particleeffect1.jpg)

http://i3.photobucket.com/albums/y91/ColonelSandersLite/particleeffect2t.jpg
Full Size (http://i3.photobucket.com/albums/y91/ColonelSandersLite/particleeffect2.jpg)

http://i3.photobucket.com/albums/y91/ColonelSandersLite/particleeffect3t.jpg
Full Size (http://i3.photobucket.com/albums/y91/ColonelSandersLite/particleeffect3.jpg)

granQ
Mar 19 2007, 21:05
Thanks, this is so important for people doing addons and missions with effects.. thanks alot. See if I have anything I could use some effects with http://forums.bistudio.com/oldsmileys/smile_o.gif

ColonelSandersLite
Mar 19 2007, 23:42
First a special thank to Old Bear of armedassault.info, Big of armaholic.com, and Imutep of ofp.4players.de for hosting this tool.


@<hidden>
I&#39;m glad you enjoy it.

Thunderbird
Mar 20 2007, 00:22
Always hoped something similar to be done for Operation Flashpoint, excluding Vektorbosen mission-tutorial which was the most efficient and effective way to get "drop particles" done as wanted.

Very helpful and handy tool which will save a lot of time that was just wasted due to the amount of required transitions (.sqs -> in-game) intended to get effects done as wished.

Thanks,
regards,
TB

Sanctuary
Mar 20 2007, 02:43
Always hoped something similar to be done for Operation Flashpoint, excluding Vektorbosen mission-tutorial which was the most efficient and effective way to get "drop particles" done as wanted.
Actually, there is something like this available for OFP
http://www.ofpec.com/ed_depot/scripts.php
Look for " Drop Dialog from Unknown(Vektorboson?) " , it is very different from Vektorboson drop tutorial, and this drop dialog mission is what made me understood the drop command.

Easy to use, it works like the one from CSL up there, and display the whole drop line using your values so you just have to CTRL+C CTRL+V to your script.

ColonelSandersLite
Mar 20 2007, 02:46
Speaking of Vektorbosen&#39;s drop tutorial. I would reccomend to anybody that they use it alongside this utility. While I present all the parameters here for easy editing, this utility makes no attempt to explain what they all do. Most of Vektorbosen&#39;s turorial for ofp is still relevant. There&#39;s been more particle types added, but I think that&#39;s really about it.

ColonelSandersLite
Mar 20 2007, 02:49
display the whole drop line using your values so you just have to CTRL+C CTRL+V to your script.

Hey, that&#39;s just inspired me. I wonder if you can copy+paste out of a dialog in arma...

It would be nice if I can get the formated commands working like that&#33;

I was so obsessed with the idea of dumping them to a file, I never thought of ingame.


------------------------------

You can do it in ARMA&#33; http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif
I&#39;m working on adding a new dialog that will dump the commands, fully formatted, with the parameters you set to a a few text fields. You can then copy+paste them out instead of doing it the hard way. http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Sanctuary
Mar 20 2007, 03:10
I believe BIS would have been mad to remove the CTRL+C CTRL+V support from ArmA.
In the case of such dialog tool like yours, it would certainly be really great to be able to copy paste the result like in the OFP one.

I believe all you would need is
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Dropresult = &#91;variable1,variable2,variable3,etc...,variableX&#93;[/QUOTE]
with each variable1 , 2 , 3 .... X being the actual values from each of the setting your allow the user to modifiy , a line that is refreshed often to take in account each new change of the variables.
Then the dialog equivalent of a titletex (i don&#39;t remember the command exact name for dialogs but i guess you may find it easily) :
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TitleText &#91;format&#91;&#34;%1&#34;,Dropresult&#93;, &#34;PLAIN&#34;&#93; [/QUOTE]
should display the whole line when you require it in your dialog, ready to CTRL+C and CTRL+V.
Of course, with sqf it could look different.

EDIT : oops just noticed that while i was writing this you already figured out anyways from your own edit,

Thunderbird
Mar 20 2007, 04:12
Quote[/b] ]Actually, there is something like this available for OFP
http://www.ofpec.com/ed_depot/scripts.php
Look for " Drop Dialog from Unknown(Vektorboson?) " , it is very different from Vektorboson drop tutorial, and this drop dialog mission is what made me understood the drop command

It seems that I missed it and went through without even being aware of its presence, thank you a lot, this "drop-dialog" screen works nicely here and I somewhat feel frustrated for not having discovered it before, there is no doubt it would have been useful to figure out numereous "drop" issues I had to face previously.

regards,
TB

ColonelSandersLite
Mar 20 2007, 06:12
Update to v1.1

Added the ability to copy generated code from the mission to anywhere else you wish to put it.

Fixed a small bug wit the particleRandom dialog (if I recall correctly, color 1 and color 2 both set color 2).

Balschoiw
Mar 20 2007, 06:50
Nice &#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Kronzky
Mar 21 2007, 01:57
If you&#39;re planning a V1.2, could you perhaps make the dialogs movable?
That way you can look at the effects, and still have the dialog open.

Also, how about locating it on Rahmadi instead? Why load the great big Sahrani, if all you&#39;re doing is testing particles?

But other than that, GREAT TOY, and great timesaver&#33;&#33;&#33; http://forums.bistudio.com/oldsmileys/yay.gif

ColonelSandersLite
Mar 21 2007, 03:06
If you&#39;re planning a V1.2, could you perhaps make the dialogs movable?
That way you can look at the effects, and still have the dialog open.
You know, I thought about it, but it didn&#39;t seem to be worth the effort. Why? Well, the dialogs always open in the top left corner right? So just turn your POV so the particle effect is on the right hand side of the screen.

I&#39;ve also considered transparent/semi transparent dialogs too.

I&#39;ll probably implement one of these options if more people request it. I do need to know which you guys would prefer though. If you can think of another creative method of making the dialog better for editing the particle effects, I&#39;m all ears too.



Also, how about locating it on Rahmadi instead? Why load the great big Sahrani, if all you&#39;re doing is testing particles?
This is true enough I suppose. I just never thought of it though. I have sara set to be my startup island. Since 99.999% of everything you&#39;re likely to do is there, I never saw any real point in making the intro island the default since it just means you have to load an extra island before you play. I mean yeah sure, once there are addon islands, the intro island would be good in that it&#39;s small and loads quick so you can then load up whatever island you&#39;re going to be working with.

I&#39;m not sure if I&#39;m really explaining that very well, so lets suppose (I know these numbers are exagerated, but bear with me):
game loading takes 1 min
loading intro island takes 2 mins
loading sarah island takes 5 mins

With intro island as the default:
1+2+5 = 8 mins before you can play 99% of stuff
with sara island as the default:
1+5 = 6 mins before you can play 99% of stuff


How about the next release, or after I&#39;ve determined the version is final, I add the intro island too, so you can load either? In the meantime, it shouldn&#39;t be that big a deal to copy and paste the editor stuff into a fresh intro map, copy the scripts into that folder, save and use it. I do include the non-pbo version for a reason http://forums.bistudio.com/oldsmileys/wink_o.gif.



But other than that, GREAT TOY, and great timesaver&#33;&#33;&#33; http://forums.bistudio.com/oldsmileys/yay.gif

Yeah, after making it, I think that it&#39;s actually kinda fun to just play with. I&#39;ve made several nifty effects just tinkering with it now. Made one last night using the pstone.p3d shapename, started them in the air and made them fall. Instant avalanche/rock shower. I was saying to special ed that it would be cool to put something like that in a mission some time. Perhaps a deliberatly caused avalanche in an ambush scenario.

Kronzky
Mar 21 2007, 03:18
I wonder if we should perhaps start a Wiki page where different effects could be stored.

That way everybody can submit their favorite masterpiece there, and people who are looking for specific effects have one place to go.

ColonelSandersLite
Mar 21 2007, 03:25
I would suggest that that&#39;s not actually a bad idea. The only potential problem I can see is an issue with expiring image hosting. You&#39;d end up with a bunch of lines of code with no screens of what they actually do. Does the wiki system itself support doing something about that?


Also, if something like that was done, I think I would be tempted to add a method of importing settings to my utility here.

Kronzky
Mar 21 2007, 03:30
Actually, you can upload images to the Wiki, and they will be hosted there, so that shouldn&#39;t be an issue.

Once you (or some other people reading this) got some nice effects together, post&#39;em here, and then I&#39;ll start the page.

ColonelSandersLite
Mar 21 2007, 05:18
I&#39;m working on a few effects for this purpose. More specifically, I&#39;ve got a few done, and several planned.

9 basic smoke effects:
3 heavy dark smokes of different sizes (small, med, large)
3 medium smokes of different sizes (small, med, large)
3 lightly colored smoke effects of different sizes (small, med, large)

I&#39;ll recreate that avalanche I mentioned.
I&#39;ll throw in a couple of funky ones too.

I&#39;ll finish them up tomorrow or something though. It&#39;s late where I&#39;m at right now.

So for now, http://forums.bistudio.com/oldsmileys/goodnight.gif .

ColonelSandersLite
Mar 21 2007, 22:28
No longer needed with the new BIKI page (http://community.bistudio.com/wiki/ParticleTemplates).

ColonelSandersLite
Mar 21 2007, 22:29
Funky rainbow arch
http://i3.photobucket.com/albums/y91/ColonelSandersLite/CSL_FunkyRainbowArch_T.jpg
Full Size (http://i3.photobucket.com/albums/y91/ColonelSandersLite/CSL_FunkyRainbowArch.jpg)
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
XXXPARTICLEEFFECTSOURCEXXX setParticleCircle &#91;0, &#91;0, 0, 0&#93;&#93;;
XXXPARTICLEEFFECTSOURCEXXX setParticleRandom &#91;0, &#91;0, 0, 0&#93;, &#91;0, 0, 0&#93;, 0, 0, &#91;0, 0, 0, 0&#93;, 0, 0&#93;;
XXXPARTICLEEFFECTSOURCEXXX setParticleParams &#91;&#91;&#34;&#92;Ca&#92;Data&#92;Cl_basic.p3d&#34;, 1, 0, 1&#93;, &#34;&#34;, &#34;Billboard&#34;, 1, 6, &#91;0, 0, 0&#93;, &#91;0, 2.5, 2.5&#93;, 0, 14, 10, 0, &#91;0.2, 0.2&#93;, &#91;&#91;1, 0, 0 ,1&#93;, &#91;0, 1, 0, 1&#93;, &#91;0, 0, 1, 1&#93;&#93;, &#91;0, 1&#93;, 1, 0, &#34;&#34;, &#34;&#34;, XXXOBJECTXXX&#93;;
XXXPARTICLEEFFECTSOURCEXXX setDropInterval 0.02;
[/QUOTE]

Kronzky
Mar 21 2007, 22:36
<span style='font-size:10pt;line-height:100%'>VERY COOL&#33;</span> http://forums.bistudio.com/oldsmileys/biggrin_o.gif

I&#39;ll get right to work and start a Wiki page.

Update: Page is up, and available here (http://community.bistudio.com/wiki/ParticleTemplates).

bk1276
Mar 23 2007, 12:18
ColonelSandersLite

is there any chance of a mission being posted so as all us noobies can
open look examen and learn where all the bits and bobs go.

i have looked at the wiki page and iam at a bit of aloss as to were all
the pieces of code go .the effects are great and it would look good
as a back ground effect .


thank you

bk1276

MattXR
Mar 23 2007, 12:56
ColonelSandersLite

is there any chance of a mission being posted so as all us noobies can
open look examen and learn where all the bits and bobs go.

i have looked at the wiki page and iam at a bit of aloss as to were all
the pieces of code go .the effects are great and it would look good
as a back ground effect .


thank you

bk1276
Was just about to post the same thing?

Where do the bits of code go? a script? :s

MattXR
Mar 23 2007, 13:05
Ok i just had to do some thinking.. :d

this is what you must do, make a script with the following:

Quote[/b] ]_OBJ = GameLogicOne;

_PS = "#particlesource" createVehicleLocal getpos _OBJ;

_PS setParticleCircle [0, [0, 0, 0]];
_PS setParticleRandom [0, [1.75, 1.75, 0], [0.54, 0.54, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];
_PS setParticleParams [["&#92;Ca&#92;Data&#92;ParticleEffects&#92;FireAndSmokeAnim&#92;SmokeAnim.p3d", 8, 5, 1], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0], 1, 1.2, 1, 0.1, [3.5, 3.5], [[0.7, 0.7, 0.7 ,0.4], [0.5, 0.5, 0.5, 0.2], [0.2, 0.2, 0.2, 0]], [0, 1], 1, 0, "", "", _OBJ];
_PS setDropInterval 0.04;

You must have a game logic called "GameLogicOne"

run the script and it should work http://forums.bistudio.com/oldsmileys/tounge2.gif

bk1276
Mar 23 2007, 13:07
thanks  Matt Rochelle


il  do that when i get back home



bk1276

ColonelSandersLite
Mar 23 2007, 16:57
Yep, Matt Rochelle got it right there. It&#39;s pretty easy actually huh?

I&#39;ll see about adding a little example mission that shows the very most basic method of using a particle source in the next version.

Looks like coming soon to a theatre near you, there will be a nice import particle effect import dialog implemented in my util. This is to enable you as a user to view other peoples particle effects without having to build a mission around it. Or sit there and enter the parameters by hand.

So stay tuned.

bk1276
Mar 23 2007, 21:22
could someone please test out this script for me as im getting
an error message saying

missing ; in  fire.sqf in line 10

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_OBJ = GameLogicOne;

_PS = &#34;#particlesource&#34; createVehicleLocal getpos _OBJ;

_PS setParticleCircle &#91;0, &#91;0, 0, 0&#93;&#93;;
_PS setParticleRandom &#91;0.2, &#91; 1, 1, 0&#93;, &#91;2, 2, 1&#93;, 0.2, 0.2, &#91;0, 0, 0, 0&#93;, 0, 0&#93;;
_PS setDropInterval 0.05;
_PS setParticleParams &#91;&#91;&#34;&#92;ca&#92;data&#92;ParticleEffects&#92;FireAndSmokeAnim&#92;FireAnim&#34;, 8, 2, 7&#93;, &#34;&#34;, &#34;Billboard&#34;, 1, 1, &#91;random 0.5, random 0.5, 0&#93;, &#91;0, 0, 2&#93;, 1, 1, 0.9, 0.3, &#91;4,6&#93;,&#91;&#91;1,1,1,0.7&#93;,&#91;1,1,1,0.5&#93;,&#91;1,1,1,0&#93;&#93;, &#91;0,1&#93;, 1, 1, &#34;&#34;, &#34;&#34;, _obj&#93;

_PS1 = &#34;#particlesource&#34; createVehicleLocal getpos _obj;

_PS1 setParticleCircle &#91;0, &#91;0, 0, 0&#93;&#93;;
_PS1 setParticleRandom &#91;0.5, &#91;1, 1, 0.4&#93;, &#91;0, 0, 4&#93;, 0, 0.5, &#91;0, 0, 0, 0&#93;, 0, 0&#93;;
_PS1 setDropInterval 0.01;
_PS1 setParticleParams &#91;&#91;&#34;&#92;ca&#92;data&#92;ParticleEffects&#92;FireAndSmokeAnim&#92;FireAnim&#34;, 8, 2, 1&#93;, &#34;&#34;, &#34;Billboard&#34;, 1, 2, &#91;0, random 0.5, random 1&#93;, &#91;0, 0, 1&#93;, 10, 1, 0.9, 0.3, &#91;1&#93;,&#91;&#91;1,1,1,0.5&#93;,&#91;1,1,1,0.2&#93;,&#91;1,1,1,0&#93;&#93;, &#91;0.5,0.5,0&#93;, 1, 1, &#34;&#34;, &#34;&#34;, _obj&#93;;[/QUOTE]

but when you preview it in the editor it is working

i am running it from a gamelogic called GameLogicOne
and in its init line i have

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nul=&#91;this&#93; execVM &#34;fire.sqf&#34;[/QUOTE]


bk1276

ColonelSandersLite
Mar 23 2007, 21:45
Is that Lost [OTK]&#39;s fire from the wiki? just looking at it I can tell you straight off that it&#39;s missing some parameters.

The first thing I noticed is that _PS1 setParticleParams&#39;s size parameter is wrong. it&#39;s [1] and should probably be [1,1].

Kronzky
Mar 23 2007, 22:04
Quote[/b] ]_PS setParticleParams [["&#92;ca&#92;data&#92;ParticleEffects&#92;FireAndSmokeAnim&#92;FireAnim", 8, 2, 7], "", "Billboard", 1, 1, [random 0.5, random 0.5, 0], [0, 0, 2], 1, 1, 0.9, 0.3, [4,6],[[1,1,1,0.7],[1,1,1,0.5],[1,1,1,0]], [0,1], 1, 1, "", "", _obj]

It&#39;s this line that&#39;s missing the semicolon at the end.

MattXR
Mar 23 2007, 22:15
sqf? im running mine in sqs lol make any differnce? http://forums.bistudio.com/oldsmileys/tounge2.gif

bk1276
Mar 23 2007, 22:50
ColonelSandersLite      Kronzky

thank you very much for your help

im finding arma a very steep learning curve and on some bits im toiling
the way i learn is explain , example , mimic , and all of yours help has bean invalluble .

thank yous again

bk1276

ColonelSandersLite
Mar 23 2007, 23:11
@<hidden> Matt Rochelle
Probably not. Although wether sqs will be supported at all in the next game is something that nobody knows. For now though, it&#39;s really not an issue if you prefer to go sqs.



@<hidden> bk1276
Just hang in there man, there&#39;s a lot of ARMA to learn. Hell, those of us that have been around for years are still learning more sometimes. Just when you think you know it all something else will come in and hit you out of left field...

bk1276
Mar 24 2007, 19:19
is there anyway to modify a script so as it defines more than
one object (gamelogic).
and is it posible to have more than one effect called at the same
time from the same script IE:: fire & smoke together.

sorry for being a pain in the rump

bk1276

ColonelSandersLite
Mar 25 2007, 03:17
You could duplicate everything, and rename the duplicate stuff. It would be a huge pain though, and very not ergonomic. Lemme think on the subject a little bit.

I&#39;m working on a version 1.2 with the capability to import effects (copy, paste).

I&#39;ll probably also add a few of the small features requested here by various people too.


If I can think of a good way of getting that done, I&#39;ll consider doing it, alright?

bk1276
Mar 25 2007, 08:06
thanks ColonelSandersLite

bk1276

bk1276
Mar 29 2007, 21:19
ColonelSandersLite
i figured out how to call more than one efectt to multiple objects at the same time with the help
of a modified script from here
Lost [OTK] (http://www.flashpoint.ru/forum/archive/index.php/t-43552.html)


<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">http://forums.bistudio.com/oldsmileys/huh.gif?http://forums.bistudio.com/oldsmileys/huh.gif??? &#91;this&#93; exec &#34;firesmokesm.sqs&#34;
http://forums.bistudio.com/oldsmileys/huh.gif?http://forums.bistudio.com/oldsmileys/huh.gif??? modifid Lost &#91;OTK&#93; script

_pos = _this select 0


_light1 = &#34;#lightpoint&#34; createVehicleLocal getpos _pos
_light1 setLightColor &#91;0.1,0.05,0.01&#93;
_light1 setLightBrightness 0.09
_light1 setLightAmbient &#91;0.3,0.2,0.1&#93;
_light1 LightAttachObject &#91;_pos,&#91;0,0,0&#93;&#93;

_light2 = &#34;#lightpoint&#34; createVehicleLocal getpos _pos
_light2 setLightColor &#91;1,1,1.01&#93;
_light2 setLightBrightness 0.09
_light2 setLightAmbient &#91;0.3,0.2,0.1&#93;
_light2 LightAttachObject &#91;_pos,&#91;0,0,0&#93;&#93;





_fire1 = &#34;#particlesource&#34; createVehicleLocal getpos _pos
_fire1 setParticleCircle &#91;0, &#91;0, 0, 0&#93;&#93;
_fire1 setParticleRandom &#91;0.2, &#91; 1, 1, 0&#93;, &#91;1, 1, 1&#93;, 0.2, 0.2, &#91;0, 0, 0, 0&#93;, 0, 0&#93;
_fire1 setDropInterval 0.06




_smoke1 = &#34;#particlesource&#34; createVehicleLocal getpos _pos
_smoke1 setParticleCircle &#91;0, &#91;0, 0, 0&#93;&#93;
_smoke1 setParticleRandom &#91;0, &#91;1, 1, 0&#93;, &#91;0.33, 0.33, 0&#93;, 0, 0.25, &#91;0.05, 0.05, 0.05, 0.05&#93;, 0, 0&#93;
_smoke1 setDropInterval 0.04





_fire1 setParticleParams &#91;&#91;&#34;&#92;ca&#92;data&#92;ParticleEffects&#92;FireAndSmokeAnim&#92;FireAnim&#34;, 8, 2, 7&#93;, &#34;&#34;, &#34;Billboard&#34;, 1, 1, &#91;random 0.5, random 0.5, 0&#93;, &#91;0, 0, 2&#93;, 1,

1, 0.9, 0.3, &#91;4,6&#93;, &#91;&#91;1,1,1,0.7&#93;,&#91;1,1,1,0.5&#93;,&#91;1,1,1,0&#93;&#93;, &#91;0,1&#93;, 1, 1, &#34;&#34;, &#34;&#34;, _pos&#93;



_smoke1 setParticleParams &#91;&#91;&#34;&#92;Ca&#92;Data&#92;ParticleEffects&#92;FireAndSmokeAnim&#92;SmokeAnim.p3d&#34;, 8, 5, 1&#93;, &#34;&#34;, &#34;Billboard&#34;, 1, 7, &#91;0, 0, 0&#93;, &#91;0, 0, 0&#93;, 1, 1.2, 1, 0.1,

&#91;2, 2&#93;, &#91;&#91;0.7, 0.7, 0.7 ,0.4&#93;, &#91;0.5, 0.5, 0.5, 0.2&#93;, &#91;0.2, 0.2, 0.2, 0&#93;&#93;, &#91;0, 1&#93;, 1, 0, &#34;&#34;, &#34;&#34;, _OBJ&#93;[/QUOTE]

i just place it into any init line and leave the name as this .
but on the original script it has the facilitys to call a sound it works but you get an error message sound not found
i just thought you and the others would like to see it

bk1276

ColonelSandersLite
Mar 30 2007, 18:17
Already got a slightly better method using arrays up and running.

V2.0 (I&#39;m incrementing to 2 because I feel the number and type of features added is signifigant enough to do that) is finished. It will be out very soon.

I just need to take some screens of the new interface, do just a little bit more editing to the readme, that sort of thing. I&#39;ll probably get it finished up tonight.

Just as an appetiser, here&#39;s what all has been added.

- Squadmate, HMMWV, and MH-6 added to facilitate viewing the effect from different angles, positions, etc.

- Moveable Dialogs

- Dialogs Cleaned up and made very consistant with the arma dialog look. The BIS ARMA UI gradients and settings are actually used now.

- Internal Script Reorganization (subfolders and such)

- Problem with Chance of Dialogs Automatically Closing Under Certain Conditions Fixed

- Particle Effect Imports. This one will save you bucket loads of time.

- Multiple Particle Effects. 5 at one time, for those more complex composit particle effects.

- Intro Island Version Added. Identical to the full island version,
except for location.

- Simple Example Particle Effect Usage Mission

Scrub
Mar 31 2007, 00:44
Fantastic, Can&#39;t wait&#33; http://forums.bistudio.com/oldsmileys/notworthy.gif

bk1276
Mar 31 2007, 08:08
i second that http://forums.bistudio.com/oldsmileys/yay.gif