setParticleFire: Difference between revisions

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m (template:command argument fix)
m (template:command argument fix)
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|1.08|= Game version
|1.08|= Game version
|arg= global |= Arguments in MP
|arg= global |Multiplayer Arguments=
|eff= local |= Effects in MP
|eff= local |Multiplayer Effects=
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Revision as of 11:13, 5 August 2019

Hover & click on the images for description

Description

Description:
Set fire parameters to particle effect. Note: You need to create emitter at first. Basic parameters of particle effect must be defined too. You can use script commands setParticleClass or setParticleParams to do so (see example). Correspondence between CfgCloudlets class param names and command array of params: particleSource setParticleFire [ coreIntensity, coreDistance, damageTime ];
Groups:
Uncategorised

Syntax

Syntax:
source setParticleFire [coreIntensity, coreDistance, damageTime]
Parameters:
source: Object
[coreIntensity, coreDistance, damageTime]: Array
coreIntensity: Number - damage in the center of fire
coreDistance: Number - how far can unit get damage
damageTime: Number - how often is unit getting damage
Return Value:
Nothing

Examples

Example 1:
_emitter = "#particlesource" createVehicleLocal (getPos player); _emitter setParticleClass "MediumSmoke"; _emitter setParticleFire [0.3,1.0,0.1];

Additional Information

See also:
Arma 3 Particle EffectsParticleArraysetParticleParamssetParticleRandomsetParticleCirclesetDropIntervaldropsetParticleClass

Notes

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Notes

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Posted on April 9, 2018 - 20:44 (UTC)
AgentRev
Using this command on a dedicated server or headless client seems to have no effect on local AI units, they will walk thru the fire unscathed.