ppEffectCreate: Difference between revisions

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|p22= priorityN: [[Number]] - unique priority, defines order of applying effect to the scene. If there is another effect using the same priority, creation will fail
|p22= priorityN: [[Number]] - unique priority, defines order of applying effect to the scene. If there is another effect using the same priority, creation will fail


|r2= [[Array]] of [[Number]]s [handle1, ...] or [[Nothing]] if failed
|r2= [[Array]] of [[Number]]s or [[Nothing]] if failed


|x1= <sqf>_ppGrain = ppEffectCreate ["filmGrain", 2005];</sqf>
|x1= <sqf>_ppGrain = ppEffectCreate ["filmGrain", 2005];</sqf>

Latest revision as of 00:30, 1 January 2026

Hover & click on the images for description

Description

Description:
Creates Post Process Effects specified by effect name and priority.
Supported effects:
Groups:
Camera Control

Syntax

Syntax:
ppEffectCreate [name, priority]
Parameters:
name: String - name of effect type
priority: Number - unique priority, defines order of applying effect to the scene. If there is another effect using the same priority, creation will fail
Return Value:
Number - handle or -1 if failed

Alternative Syntax

Syntax:
ppEffectCreate [[name1, priority1], ...]
Parameters:
nameN: String - name of effect type
priorityN: Number - unique priority, defines order of applying effect to the scene. If there is another effect using the same priority, creation will fail
Return Value:
Array of Numbers or Nothing if failed

Examples

Example 1:
_ppGrain = ppEffectCreate ["filmGrain", 2005];
Example 2:
If an effect ID is already used, the effect is not created. Use the following:
private _name = "ChromAberration"; private _priority = 200; private _handle = -1; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0; } do { _priority = _priority + 1; }; // _handle can be used here as usual
or
private _name = "ChromAberration"; private _priority = 200; private _handle = -1; waitUntil { _handle = ppEffectCreate [_name, _priority]; _priority = _priority + 1; _handle > 0; }; // _handle can be used here as usual

Additional Information

See also:
Post Process Effects ppEffectForceInNVG ppEffectEnable ppEffectEnabled ppEffectDestroy ppEffectCommit ppEffectCommitted ppEffectAdjust

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord.
Only post proven facts here! Add Note
Lou Montana - c
Posted on Jun 29, 2009 - 22:33 (UTC)
For some examples, check this forums' topic.
Raymix (DayZ) - c
Posted on Jun 24, 2015 - 04:08 (UTC)

"wetDistortion" only works if handle is used.