ColonelSandersLite 0 Posted March 23, 2007 Yep, Matt Rochelle got it right there. It's pretty easy actually huh? I'll see about adding a little example mission that shows the very most basic method of using a particle source in the next version. Looks like coming soon to a theatre near you, there will be a nice import particle effect import dialog implemented in my util. This is to enable you as a user to view other peoples particle effects without having to build a mission around it. Or sit there and enter the parameters by hand. So stay tuned. Share this post Link to post Share on other sites
bk1276 0 Posted March 23, 2007 could someone please test out this script for me as im getting an error message saying missing ; in  fire.sqf in line 10 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_OBJ = GameLogicOne; _PS = "#particlesource" createVehicleLocal getpos _OBJ; _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]; but when you preview it in the editor it is working i am running it from a gamelogic called GameLogicOne and in its init line i have <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nul=[this] execVM "fire.sqf" bk1276 Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted March 23, 2007 Is that Lost [OTK]'s fire from the wiki? just looking at it I can tell you straight off that it's missing some parameters. The first thing I noticed is that _PS1 setParticleParams's size parameter is wrong. it's [1] and should probably be [1,1]. Share this post Link to post Share on other sites
kronzky 5 Posted March 23, 2007 Quote[/b] ]_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] It's this line that's missing the semicolon at the end. Share this post Link to post Share on other sites
mattxr 9 Posted March 23, 2007 sqf? im running mine in sqs lol make any differnce? Share this post Link to post Share on other sites
bk1276 0 Posted March 23, 2007 ColonelSandersLite    Kronzky thank you very much for your help im finding arma a very steep learning curve and on some bits im toiling the way i learn is explain , example , mimic , and all of yours help has bean invalluble . thank yous again bk1276 Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted March 24, 2007 @ Matt Rochelle Probably not. Although wether sqs will be supported at all in the next game is something that nobody knows. For now though, it's really not an issue if you prefer to go sqs. @ bk1276 Just hang in there man, there's a lot of ARMA to learn. Hell, those of us that have been around for years are still learning more sometimes. Just when you think you know it all something else will come in and hit you out of left field... Share this post Link to post Share on other sites
bk1276 0 Posted March 24, 2007 is there anyway to modify a script so as it defines more than one object (gamelogic). and is it posible to have more than one effect called at the same time from the same script IE:: fire & smoke together. sorry for being a pain in the rump bk1276 Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted March 25, 2007 You could duplicate everything, and rename the duplicate stuff. It would be a huge pain though, and very not ergonomic. Lemme think on the subject a little bit. I'm working on a version 1.2 with the capability to import effects (copy, paste). I'll probably also add a few of the small features requested here by various people too. If I can think of a good way of getting that done, I'll consider doing it, alright? Share this post Link to post Share on other sites
bk1276 0 Posted March 25, 2007 thanks ColonelSandersLite bk1276 Share this post Link to post Share on other sites
bk1276 0 Posted March 29, 2007 ColonelSandersLite i figured out how to call more than one efectt to multiple objects at the same time with the help of a modified script from here Lost [OTK] <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">???? [this] exec "firesmokesm.sqs" ???? modifid Lost [OTK] script _pos = _this select 0 _light1 = "#lightpoint" createVehicleLocal getpos _pos _light1 setLightColor [0.1,0.05,0.01] _light1 setLightBrightness 0.09 _light1 setLightAmbient [0.3,0.2,0.1] _light1 LightAttachObject [_pos,[0,0,0]] _light2 = "#lightpoint" createVehicleLocal getpos _pos _light2 setLightColor [1,1,1.01] _light2 setLightBrightness 0.09 _light2 setLightAmbient [0.3,0.2,0.1] _light2 LightAttachObject [_pos,[0,0,0]] _fire1 = "#particlesource" createVehicleLocal getpos _pos _fire1 setParticleCircle [0, [0, 0, 0]] _fire1 setParticleRandom [0.2, [ 1, 1, 0], [1, 1, 1], 0.2, 0.2, [0, 0, 0, 0], 0, 0] _fire1 setDropInterval 0.06 _smoke1 = "#particlesource" createVehicleLocal getpos _pos _smoke1 setParticleCircle [0, [0, 0, 0]] _smoke1 setParticleRandom [0, [1, 1, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0] _smoke1 setDropInterval 0.04 _fire1 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, "", "", _pos] _smoke1 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] i just place it into any init line and leave the name as this . but on the original script it has the facilitys to call a sound it works but you get an error message sound not found i just thought you and the others would like to see it bk1276 Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted March 30, 2007 Already got a slightly better method using arrays up and running. V2.0 (I'm incrementing to 2 because I feel the number and type of features added is signifigant enough to do that) is finished. It will be out very soon. I just need to take some screens of the new interface, do just a little bit more editing to the readme, that sort of thing. I'll probably get it finished up tonight. Just as an appetiser, here's what all has been added. - Squadmate, HMMWV, and MH-6 added to facilitate viewing the effect from different angles, positions, etc. - Moveable Dialogs - Dialogs Cleaned up and made very consistant with the arma dialog look. The BIS ARMA UI gradients and settings are actually used now. - Internal Script Reorganization (subfolders and such) - Problem with Chance of Dialogs Automatically Closing Under Certain Conditions Fixed - Particle Effect Imports. This one will save you bucket loads of time. - Multiple Particle Effects. 5 at one time, for those more complex composit particle effects. - Intro Island Version Added. Identical to the full island version, except for location. - Simple Example Particle Effect Usage Mission Share this post Link to post Share on other sites
Scrub 0 Posted March 31, 2007 Fantastic, Can't wait! Share this post Link to post Share on other sites