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Found 10 results

  1. So I put this code in the initialization field of a trigger: private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ "\A3\Data_F\ParticleEffects\Pstone\Pstone", "", "SpaceObject", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1]], [0, 1], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0]; _ps1 setDropInterval 0.04; And the particle effect works. I got this code from the BI website at this link https://community.bistudio.com/wiki/Particles_Tutorial that talks about particles: More specifically, it's rock shower code. But here's the problem: I can't delete the effect, either the rock shower or any other effect. When the trigger activates, the effect starts, but I don't know how to stop it. I already tried deleting the trigger, and using the example that says on the site mentioned above deleteVehicle _ps1; But nothing.. Any ideas? Thanks in advance!
  2. hi here i fixed today one issue with my last particles emiter script and want share that with this amazing community 😉 this script have for but to work exatly with same direction and position params from emmiter in config bin or cpp. generaly we attach a particles emiters with attachto but an attached emiter can't be turn corectly with others objects 🙂 a emiters define in config use generaly from position and particles directions this params and memories points: moveVelocity[]= { "2*directionX", "2*directionY", "2*directionZ" }; position[]= { "positionX + 0.12 * directionLocalX", "positionY + 0.12 * directionLocalY", "positionZ + 0.12 * directionLocalZ" }; of course is not eazy to write same params with script especialy for a setParticleParams and setParticleRandom. but that is possible :) i use in this exemple a machineguncloud FX params for simulating a overheat from mg barrel, but i disable a wind affect and invert a direction for my smoke fly on back and not on front and i apply a velocty of particles on the angle of my weapon direction 😉 _mem_pos = _mg selectionposition ["usti hlavne", "Memory"]; normaly works but work only on editor not in multiplayer alone, for fix that i define again a position on memory point with modeltoworld 😉 _x = _mem_pos select 0; _y = _mem_pos select 1; _Z = _mem_pos select 2; _pos = _mg modelToWorld [_x,_y,_z]; the angle with weapon direction for apply a particles velocity directions _vdir = _mg weaponDirection currentWeapon _mg; _angle = (_vdir select 0) atan2 (_vdir select 1)-180; or _angle = (_vdir select 0) atan2 (_vdir select 1) for no invert direction. [2*sin(_angle),2*cos(_angle),random 0.2 - random 0.2], observing that math formula is same to "2*directionX","2*directionY" 😉 now a particle emiter turn perfectly with a memorie point and apply a velocity of particles on realy wanted direction and position. friendly Cervantes.
  3. I thought I'd share this little workaround I've come up with regarding wrong texture sorting. As per title, it refers to the cases where units aren't hidden by particles, usually smoke. Like here: This has been discussed before, and even some solutions were provided by a dev. Unfortunately, none of those worked for me for this particular texture. For some reason, the texture used for the equipment of the units shown in the screenshot above was causing all this problem with sorting. Nothing mentioned in that thread worked for me. Neither changing the name of the texture, copy pasting in a new file, exporting from the blood version (with blood hidden), exporting to tga through Irfanview (instead of GIMP), etc. There were some oddities regarding the texture, though. Its size, once conveted to .paa, was particularly big (about 300kb when the rest were 170). Also, checking the texture in TexView2 (as it provides more feedback than TexView) showed that the texture was in AI88 format and not DXT1, as it should. Why this was the case, I don't know. The workaround Seeing that nothing I was trying worked, and that the exported tga seemed to be the root of all the problems, I decided to export to jpg instead, and created the paa from version. This solved it. So, if you ever happen to be in this same situation, consider exporting as jpg instead of tga. No idea how to work around this when using textures with alpha channels, though. Not sure the jpg can preserve the alpha information. The same units with fixed textures (they are properly hidden now): And here's a zip file with the faulty texture and both the bugged and fixed paas, just in case you're curious or come up with another workaround: https://www.mediafire.com/download/3sd6bm2z9klsvph/bugged_texture_example.zip
  4. GF Blood Stains and SFX LITE Script by GEORGE FLOROS [GR] WARNING!!! This AddOn increases seriously the gore factor in ArmA. It is not recommended for use by children under the age of 15 years. Description: GF Blood Stains and SFX LITE Script , configurable scripts. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Blood Stains and SFX Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: This is the LITE version of the original Script: GF Blood Stains and SFX Script http://www.armaholic.com/page.php?id=34097 https://forums.bohemia.net/forums/topic/217136-gf-blood-stains-and-sfx-script/ Everything is created as a standalone script , in order to have the possibility , to use also the desired scripts only. 1. GF_Bleeding_LITE script : The Bleeding starts when the health is on 80% , for some random time and amount of Blood. 2. GF_Blood_Pool_LITE script : There is an option for normal size Blood Pools and Large. There is an option to spawn Flies when killed . 3. GF_Blood_Pool_BIS_Blood script This is including the BIS Blood from BIS Orange DLC , when a unit is killed. There is an option to spawn Flies when killed . 4. GF_Blood_shot_LITE script : Blood , for every shot dealt. 5. GF_Particles scripts This is including a Blood particle when bleeding or killed. 6. GF_SFX scripts This is including some custom and game SFX . GF_SFX_Bullet_Impact for the bullet impact at the bodies . GF_SFX_Killed_LITE hear a pain sound when killed . GF_SFX_Screaming for the units when they are getting shot . Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40157 Armaholic GF Blood Stains and SFX LITE Script
  5. GF Blood Stains and SFX Script by GEORGE FLOROS [GR] WARNING!!! This AddOn increases seriously the gore factor in ArmA. It is not recommended for use by children under the age of 15 years. Description: GF Blood Stains and SFX Script , configurable scripts. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Blood Stains and SFX Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Everything is created as a standalone script , in order to have the possibility , to use also the desired scripts only. 1. GF_Bleeding script : This is including 100 different type of Blood. The Bleeding starts when the health is on 40% , for some random time and amount of Blood. 2. GF_Blood_Pool script : This is including 30 different type of Blood , when a unit is killed. There is an option for normal size Blood Pools and Large. There is an option to spawn Flies when killed . 3. GF_Blood_Pool_BIS_Blood script This is including the BIS Blood from BIS Orange DLC , when a unit is killed. There is an option to spawn Flies when killed . 4. GF_Blood_shot script : This is including 35 different type of Blood , for every shot dealt. 5. GF_Particles script This is including a Blood particle when bleeding or killed. 6. GF_SFX scripts This is including some custom and game SFX . GF_SFX_Bullet_Impact for the bullet impact at the bodies . GF_SFX_Killed hear a pain sound when killed . GF_SFX_Screaming for the units when they are getting shot . Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v.4.0 Updated the included GF Cleanup Script. v.3.0 Code Performance and optimisation, - there was a stuck running the codes in SP and Fps drop Now fixed and several minor fixes. Updated the included GF Cleanup Script. v.2.0 The Known issue , is now fixed, added Custom Scream Sounds for GF_SFX_Screaming, added Lip movement for GF_SFX_Screaming, added more sounds for GF_SFX_Bullet_Impact, added more sounds for GF_SFX_Killed, added an SFX sound for Flies, added some extra options, code optimisation and minor fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40082 Armaholic GF Blood Stains and SFX Script
  6. Hello everyone. I am working on a Vietnam related addon, and I want to make the ground appear black and burned where the napalm had finished burning. To achieve that, I am trying to spawn an oversized sprite of the bomb crater via creation of a #particlesource. I want to spawn a sprite that has a 300 seconds of a lifetime and gradually disappears towards the end. I want the #particlesource to cease its existence after it spawned the first sprite. This is the script I use to spawn a crater params ["_pos"]; _emitter = "Land_HelipadEmpty_F" createVehicleLocal _pos; _lifetime = 300; _source = "#particlesource" createVehicleLocal _pos; _source setParticleCircle [0, [0, 0, 0]]; _source setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0.25, [0, 0, 0, 0], 0, 0]; _source setParticleParams [ /*Sprite*/ ["\A3\data_f\Krater.p3d", 1, 0, 1, 0], "",// [File,Ntieth,Index,Count,Loop(Bool)], "?" /*Type*/ "SpaceObject", /*TimmerPer*/ 1, /*Lifetime*/ _lifetime, /*Position*/ [0,0,0.2], /*MoveVelocity*/ [0,0,0], /*Simulation*/ 0,1,0,0, //rotationVel,weight,volume,rubbing /*Scale*/ [5], /*Color*/ [[0.1, 0.1, 0.1, 1]], /*AnimSpeed*/ [1000], /*randDirPeriod*/ 0, /*randDirIntesity*/ 0, /*onTimerScript*/ "", /*DestroyScript*/ "", /*Follow*/ _emitter, /*Angle*/ 0, /*onSurface*/ False, /*bounceOnSurface*/ -1, /*emissiveColor*/ [[1,1,1,1]] ]; _source setDropInterval 0.1; sleep 0.15; _source setDropInterval 0; deleteVehicle _source; deleteVehicle _emitter; Unfortunately, I am having an issue where the sprite disappears after only several seconds instead of intended 300. Sometimes the sprite does not appear at all. In many cases sprites appear deformed and out of proportions: https://yadi.sk/i/g7N3VMI0Af6ztg I managed to successfully create a persistant sprite by createSimpleObject ["a3\data_f\krater.p3d", getPos player] but this way I can't change the size of the sprite, and I need to increase the size because my napalm bomb has a burning radius of 20 meters, while the size of a created SimpleObject is barely 3 meters wide. Also I don't know the size of "\A3\data_f\Krater.p3d" texture and can't figure out the right Anim Divisor, I tried changing the Anim Divisor to 1, 2, 3, 4, 8, 16, but it did not help. This is the resource I used https://community.bistudio.com/wiki/ParticleArray So the question is, how do I spawn a static sprite of a crater and make it disappear completely after 300 seconds? Or is there any other way to make the ground look burned?
  7. Particles in Arma 3 don't show correctly - some say since version 1.62 - and I am very annoying with this problem because creating particle effects is one of my expressive style! I posted a ticket about this with a video for a while ago but nobody noticed even BI. Does anyone have same problem? Is there any way to solve? Thank you. OS: Win 10 64-bit CPU: AMD Phenom II X6 1065T RAM: 16GB GPU: AMD Radeon HD 7800
  8. I found that problem for a while on stable and dev branches. More than half a year, probably. Some particles disappear in seconds after been spawned. That is a huge problem for modding and visual appearence. But today I found that diagnostic exe on DEV branch is free from that problem! I just want to ask game developers to fix that problem in standart exe files on DEV and STABLE branches. Thank you. Check it out, look at dirt tentacles on arma3_x64.exe: and arma 3diag_x64.exe
  9. Do you think it is possible to implement the effects from Project Reality and/or Squad? I'm not sure about if you can or not. I've been thinking about trying to make a new type of particle fx mod sort of thing like Blastcore but it's just thoughts. I just want to see if anybody has a opinion on this Idea. Or if you could help me with this project.. You can contact me through Email or Steam.. Or just reply!
  10. Lighting particle VFX are multiplied. Vanilla or not. It's like every light is then multiplied 4 times around the main particle in a square "formation" Note the front gun turret just below targeting pod: GFX card is an NVIDIA (i suspect it might be somehow connected, or not)
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