haleks 8212 Posted June 18, 2019 Hey guys! I could use some insight from particle effect gurus... I'm trying to use the refract texture to give units a "spectral" effect. So far I use a particle emitter based on @aliascartoons's work on his Strigoi, with a few edits : _source1 = "#particlesource" createVehicle getpos _this; _source1 setParticleCircle [0, [0.1, 0.1, 0.1]]; _source1 setParticleRandom [0, [0, 0.1, 1], [0.1, 0, 0.1], 0, 0.1, [0, 0, 0, 0.1], 0, 0]; _source1 setParticleParams [ ["\A3\data_f\ParticleEffects\Universal\Refract", 1, 0, 1], "",//animationName "Billboard",//particleType 1,//timerPeriod for onscript 5,//lifeTime [0, 0, 0.5],//position [0, 0, 0.1],//moveVelocity 3,//rotationVelocity 10,//weight 7.9,//volume 0.1,//rubbing [0.75, 0.6, 2],//size [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]],//color, Array of Array of RGBA Numbers [0, 0.1, 0.2, 0.3, 0.1, 0.1],//animationSpeed, Array of Number 0,//randomDirectionPeriod 0,//randomDirectionIntensity "", "", _this, 0,//angle, Optional Number - Default: 0 false,// onSurface, Optional Boolean -1,//bounceOnSurface, Optional Number [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]]//emissiveColor, Optional Array of Array of RGBA Numbers ]; _source1 setDropInterval 0.05; This gives a cool visual effect, slowly deforming the unit; but the way particles generation is looped produces an annoying "stutter" in the particles animation : the animation of the refract effect is interrupted when a new particle is spawned - or when it's destroyed, I'm not sure. Is it possible to create one single particle (with a moveVelocity at 0), and would it be possible to attach that particle to the unit? Currently only the emitter is attached, so we have to constantly spawn particles if the unit isn't static, I would like to work around that if it's possible at all. Share this post Link to post Share on other sites
POLPOX 779 Posted June 18, 2019 1 minute ago, haleks said: Is it possible to create one single particle (with a moveVelocity at 0), and would it be possible to attach that particle to the unit? Currently only the emitter is attached, so we have to constantly spawn particles if the unit isn't static, I would like to work around that if it's possible at all. AFAIK this is impossible at all. But you can attachTo #particlesource. _source1 = "#particlesource" createVehicle getpos player; _source1 setParticleParams [ ["\A3\data_f\ParticleEffects\Universal\refract", 1, 0, 1], "", "Billboard", 1, 0.08, [0, 0, 0], [0, 0, 0], 0, 10, 7.9, 0.1, [1], [[1,1,1,0],[1,1,1,2],[1,1,1,2],[1,1,1,2],[1,1,1,2],[1,1,1,0]], [], 0, 0, "", "", _this, 0, false, -1, [] ]; _source1 setDropInterval 0.05; _source1 attachTo [player,[0,0,0],"spine3"]; Little tweaked. 27 minutes ago, haleks said: This gives a cool visual effect, slowly deforming the unit; but the way particles generation is looped produces an annoying "stutter" in the particles animation : the animation of the refract effect is interrupted when a new particle is spawned - or when it's destroyed, I'm not sure. It was when spawned. [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]],//color, Array of Array of RGBA Numbers The first alpha is 1, so. 1 1 Share this post Link to post Share on other sites
haleks 8212 Posted June 18, 2019 41 minutes ago, POLPOX said: It was when spawned. [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]],//color, Array of Array of RGBA Numbers The first alpha is 1, so. Woah, that was an easy fix. Thanks man! ^^ Share this post Link to post Share on other sites