ParticleTemplates
Introduction
Listed on this page are several basic particle effects, that can be used as they are, or as templates for further customization.
To use these examples a variable named _OBJ has to exist, which points to an in-game object (a Game Logic, for example) to define the location of the effect.
_OBJ = GameLogicOne;
In addition, a particle source has to be defined:
_PS = "#particlesource" createVehicleLocal getpos _OBJ;
After this the following commands can then be used.
Heavy Oily Smoke Small
_PS setParticleCircle [0, [0, 0, 0]]; _PS [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _PS setParticleParams setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 1, 8], "", "Billboard", 1, 12.5, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [1.2, 2, 4], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", _OBJ]; _PS setDropInterval 0.05;
Contributor: ColonelSandersLite
Heavy Oily Smoke Medium
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 1, 1], "", "Billboard", 1, 12.5, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [1.2, 1.2], [[0.1, 0.1, 0.1 ,1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0, 1], 1, 0, "", "", _OBJ]; _PS setDropInterval 0.03;
Contributor: ColonelSandersLite
Heavy Oily Smoke Large
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [0.25, 0.25, 0], [0.33, 0.33, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 5, 0], "", "Billboard", 1, 13, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [2, 2], [[0.1, 0.1, 0.1 ,1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0, 1], 1, 0, "", "", _OBJ]; _PS setDropInterval 0.03;
Contributor: ColonelSandersLite
Mixed Smoke Small
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [1, 1, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 5, 1], "", "Billboard", 1, 7, [0, 0, 0], [0, 0, 0], 1, 1.2, 1, 0.1, [2, 2], [[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;
Contributor: ColonelSandersLite
Mixed Smoke Medium
_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 [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\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;
Contributor: ColonelSandersLite
Mixed Smoke Large
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [2.5, 2.5, 0], [0.75, 0.75, 0], 0, 0, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 5, 1], "", "Billboard", 1, 13, [0, 0, 0], [0, 0, 0.5], 1, 1.2, 1, 0.1, [5, 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;
Contributor: ColonelSandersLite
Light Wood Smoke Small
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [1, 1, 0], [0.5, 0.5, 2], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 5, [0, 0, 0], [0, 0, 0.05], 1, 1.2, 1, 0.2, [2, 2], [[1, 1, 1 ,0.4], [1, 1, 1, 0.2], [1, 1, 1, 0]], [0, 1], 1, 0, "", "", _OBJ]; _PS setDropInterval 0.04;
Contributor: ColonelSandersLite
Light Wood Smoke Medium
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [3, 3, 0], [1, 1, 2], 0, 0.5, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0.05], 1, 1.2, 1, 0.2, [4, 4], [[1, 1, 1 ,0.4], [1, 1, 1, 0.2], [1, 1, 1, 0]], [0, 1], 1, 0, "", "", _OBJ]; _PS setDropInterval 0.04;
Contributor: ColonelSandersLite
Light Wood Smoke Large
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [5, 5, 0], [1, 1, 2], 0, 0.5, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0], [0, 0, 0.05], 1, 1.2, 1, 0.2, [6, 6], [[1, 1, 1 ,0.4], [1, 1, 1, 0.2], [1, 1, 1, 0]], [0, 1], 1, 0, "", "", _OBJ]; _PS setDropInterval 0.04;
Contributor: ColonelSandersLite
Floating orb
(this one is actually pretty usefull for figuring out the shapename and associated numbers you want)
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [6, 6], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [1], 1, 0, "", "", _OBJ]; _PS setDropInterval 3.0;
Contributor: ColonelSandersLite
BIS Burning Vehicle Fire Look-Alike
This one requires 3 particle sources, 1 for the fire and 2 smokes. They should all be attached to the same object.
Fire:
_PS1 setParticleCircle [0, [0, 0, 0]]; _PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0]; _PS1 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], 1, 0.7, 0.7, 0.5, [1], 0, 0, "", "", _obj]; _PS1 setDropInterval 0.03;
Smoke Part 1:
_PS2 setParticleCircle [0, [0, 0, 0]]; _PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS2 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _obj]; _PS2 setDropInterval 0.5;
Smoke Part 2:
_PS3 setParticleCircle [0, [0, 0, 0]]; _PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS3 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _obj]; _PS3 setDropInterval 0.25;
Contributor: ColonelSandersLite
Fire
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0.2, [ 1, 1, 0], [2, 2, 1], 0.2, 0.2, [0, 0, 0, 0], 0, 0]; _PS setDropInterval 0.05; _PS setParticleParams [["\ca\data\ParticleEffects\FireAndSmokeAnim\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]; _PS1 = "#particlesource" createVehicleLocal getpos _obj; _PS1 setParticleCircle [0, [0, 0, 0]]; _PS1 setParticleRandom [0.5, [1, 1, 0.4], [0, 0, 4], 0, 0.5, [0, 0, 0, 0], 0, 0]; _PS1 setDropInterval 0.01; _PS1 setParticleParams [["\ca\data\ParticleEffects\FireAndSmokeAnim\FireAnim", 8, 2, 1], "", "Billboard", 1, 2, [0, random 0.5, random 1], [0, 0, 1], 10, 1, 0.9, 0.3, [1],[[1,1,1,0.5],[1,1,1,0.2],[1,1,1,0]], [0.5,0.5,0], 1, 1, "", "", _obj];
Contributor: Lost [OTK] (simplified, full version here)
Rock Shower
_PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\Pstone\Pstone.p3d", 8, 3, 1], "", "SpaceObject", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1], [1, 1, 1, 1], [1, 1, 1, 1]], [0, 1], 1, 0, "", "", _OBJ]; _PS setDropInterval 0.04;
Contributor: ColonelSandersLite