Rydygier 1317 Posted November 20, 2015 I've configured some particle effect this way: class CfgPatches { class RYD_PE_TEST { units[] = {}; weapons[] = {}; requiredAddons[] = {}; requiredVersion = 0.1; }; }; class CfgCloudlets { class parteffectest { interval = 0.5; //interval of particle's creation circleRadius = 0; //radius around emitter where particles are created circleVelocity[] = {0, 0, 0}; //direction and speed of movement of particle's circle particleShape = \A3\data_f\ParticleEffects\Universal\Universal; //path and name of file particleFSNtieth = 16; //coef; size of one particle's texture in pixels = 2048/coef particleFSIndex = 12; //index of start line on texture particleFSFrameCount = 8; //count of pictures in animation (starts on first picture in defined line - particleFSIndex) particleFSLoop = 1; //loop of animation (0 - false, 1 - true) angle = 0; //angle of particle angleVar = 0; //variability in angle of particle animationName = ""; particleType = "Billboard"; //type of animation (Billboard (2D), Spaceobject (3D)) timerPeriod = 1; //interval of timer (how often is called script defined in parameter onTimerScript) lifeTime = 5; //life time of particle in seconds moveVelocity[] = {0, 0, 0}; //direction and speed of movement of particle [x,z,y] rotationVelocity = 0; //direction and speed of rotation of particle [x,z,y] weight = 1; //weight of particle (kg) volume = 1; //volume of particle (m3) rubbing = 1; //how much is particle affected by wind/air resistance size[] = {1}; //size of particle during the life color[] = {{1,1,1,1}}; //color of particle during the life (r,g,b,a) animationSpeed[] = {1}; //speed of animation (number of animation cycles in 1s) randomDirectionPeriod = 0; //interval of random speed change randomDirectionIntensity = 0; //intensity of random speed change onTimerScript = ""; //script triggered by timer (in variable "this" is stored position of particle) beforeDestroyScript = ""; //script triggered before destroying of particle (in variable "this" is stored position of particle) lifeTimeVar = 0; //variability in lifetime of particle position[] = {0, 0, 0}; //defines position of effect positionVar[] = {0, 0, 0}; //variability in position of particle (each part of vector has it's own variability) positionVarConst[] = {0, 0, 0}; //variability in position of particle (variablity of all parts of vector is the same) moveVelocityVar[] = {0, 0, 0}; //variability in direction and speed of particle (each part of vector has it's own variability) moveVelocityVarConst[] = {0, 0, 0}; //variability in direction and speed of particle (variablity of all parts of vector is the same) rotationVelocityVar = 0; //variability in rotation of particle sizeVar = 0; //variability in size of particle colorVar[] = {0, 0, 0, 0}; //variability in color of particle randomDirectionPeriodVar = 0; //variability in interval of random speed change randomDirectionIntensityVar = 0; //variability in intensity of random speed change sizeCoef = 1; //size of particle = size parameter value * this coef (works only in some effects) colorCoef[]={1,1,1,1}; //color of particle = color parameter value * this coef (works only in some effects) animationSpeedCoef = 1; //animation speed of particle = animationSpeed parameter value * this coef (works only in some effects) destroyOnWaterSurface = 1; //particle can exist - only underwater (-1), only above the water (1), everywhere (0) destroyOnWaterSurfaceOffset = 0; //offset of water surface in destroyOnWaterSurface parameter onSurface = 0; //placing of particle on (water) surface on start of it's existence, default value is true, works only if circleRadius > 0 keepOnSurface = 1; //true for particle is stay on water surface - see notes bellow surfaceOffset = 0; //offset of water surface in keepOnSurface parameter bounceOnSurface = -1; //coef of speed's loosing in collision with ground, 0-1 for collisions, -1 disable collision bounceOnSurfaceVar = 0.0; //variability in speed's loosing in collision with ground postEffects = ""; //effect triggered before destroying of particle particleEffects = ""; //emitter of effect defined in this parameter is attached to each particle blockAIVisibility = 0; //sets if particles are in the AI visibility tests (default true) - false for better performance but AI is able to see through particles emissiveColor[] = {{0,0,0,0}}; //sets emissivity of particle, 4th number has no meaning for now //--- fire damage related parameters (optional) //damageType="Fire"; //damage type, only available option is "Fire" so far //coreIntensity = 1.25; //damage coeficient in the center of fire //coreDistance = 3.0; //how far can unit get damage //damageTime = 0.1; //how often is unit getting damage }; }; and ran it via: sleep 1; _pe = "#particlesource" createVehicleLocal (getPosATL player); _pe setParticleClass "parteffectest"; _pe attachTo [player,[2,10,2]]; But instead of expected column of particles going vertically up, I got just blinking twice per second particle shape at spawn position. No other mods, except the above. Then I added second effect this way: _pe = "#particlesource" createVehicleLocal (getPosATL player); _pe setParticleParams [["\a3\Data_f\ParticleEffects\Universal\Universal",16,12,8,1],"","Billboard",1,5,[0,0,0],[0,0,0],1,1,1,1,[1],[[1,1,1,1]],[1],0,0,"","",_pe,0,false,1,[[0,0,0,0]]]; _pe setDropInterval 0.5; _pe attachTo [player,[-2,10,2]]; and this time all was OK. So, what makes such a difference? What's the problem with configured particle effect life time? Did I missed something, or there is some problem with this feature? AFAIR it was working fine 1-2 years ago... Here is short footage with both effects together for optimal comparison: https://youtu.be/iN2wqB13I70 Left - scripted pe; right - misbehaving configured pe. All the repro stuff here. Tried also to overwrite via setParticleParams values for configured pe, but no visible change as for life time. Share this post Link to post Share on other sites