Jump to content
Sign in to follow this  
ColonelSandersLite

CSL Particle Parameter Utility

Recommended Posts

This thread is for the old version 1 series. V1.X will not be supported any further. Please see the V2 series thread here.

completet.jpg

Full Size

This utility is, in essence, a particle effect editor that allows you to edit the 55 or so parameters associated with particle effects with a series of dialogs, and see the results first hand in real time.

This comes in the form of an ingame single mission. It's not a mission in the true sense however. The scripts inside are not meant to be imported into your own mission and there is no enemy to fight.

It's goal is simply to let you manipulate particle effects to enable you, as an addon maker or mission designer, to acheive the desired effect quickly, and use the settings you came up with in your mission/addon/script/whatever.

Compatibility:

Tested in 1.05 and 1.02

Multiplayer:

Not a true mission, just a tool. Multiplayer is irrelevant.

Features:

You manipulate the parameters of the particleParams, particleCircles, dropInterval, and particleRandom commands through a series of dialogs accessable through the action menu. You can copy and paste the formatted code out of the game to your favorite text editor.

Known issue:

The guy who tested 1.02 (special ed) tells me that using the action menu to open a dialog using the enter key causes them to close immediatly. Using *nearly default* keys. I do not know if this is an issue with 1.02, his keys, my dialog, or the game in general. (I would appreciate any info anybody can give me relating to this possible bug using different game version and keyboard setups. I cannot replicate it in 1.05 with my fully customised controls). Click your mouse scroll wheel instead if it is in any way an issue for you.

Small warning:

This tool does not check for valid parameters beyond what the game engine checks for itself. You can set parameters for some particle effects that will cause the game to crash. The few I've seen have all been related to setting shapeName 0 and shapeName 0 - 3 to an invalid combination. I consider this problem to be minor at worst.

There are only 4 parameters you cannot set:

Animation Name: There isn't enough concrete information for me to figure out what options to give the editor.

On Timer: Executes a script, therefore beyond the scope of this tool.

Before Destroy: Executes a script, therefore beyond the scope of this tool.

Object: Sets the target object of the script. Not relevent for the purposes of this utility.

Both a PBO version and an non Pbod version are included. Unless you want to edit something (like for example, you wish to do your edits directly on an addon vehicle or something, you can drop it in. Totally unsupported.), stick with the PBO.

The PBO goes in:

(yourArmaDirectory)\missions\

The Non PBO (whole folder) goes in:

(Your arma user directory)\(your user name)\missions

As a note:

I know that this is an iffy area to post this. However, it doesn't really fit neatly into any category. I'm just putting it here. If a mod decides to move it, fine. Although my justification for not putting it in the mission editing and scripting section is that this isn't a code snippet meant to be integrated into a mission. Nor a question about scripting but a full release of, what I consider to be, a utility.

Download:

V1.1

armaholic.com

Armed Assault.info

fileden.com (limited bandwidth)

Armed Assault Addonliste - Stavanger´s Militaria

V1.0 (will be updated as these hosts update)

ofp.4players.de

Home Thread:

This thread wink_o.gif

Hosting:

Guys, you can host this anywhere you want, but if you let me know via PM, I'll add a link in the download thread and let you know if I patch it. I'd also prefer if you included a link back to this thread, as this is where I'll be posting updates, answering questions etc.

A big thank you goes out to Sanctuary of the BIS forums for inspiring the copy and paste method.

Version History:

V1.1: Method to copy paste formatted code added. Small Bug fixed.

V1.0: Release

License:

Unlimited rights (including editing and rereleasing) so long as it's non-commercial and adheres to the BIS terms of use. Any derivitive work cannot be more restrictive than this with respect to what rights an end user has.

Be sure and check the new BIKI page for community made particle effects. Got a good one? Please add it!

Share this post


Link to post
Share on other sites

Thanks, this is so important for people doing addons and missions with effects.. thanks alot. See if I have anything I could use some effects with smile_o.gif

Share this post


Link to post
Share on other sites

First a special thank to Old Bear of armedassault.info, Big of armaholic.com, and Imutep of ofp.4players.de for hosting this tool.

@GranQ

I'm glad you enjoy it.

Share this post


Link to post
Share on other sites

Always hoped something similar to be done for Operation Flashpoint, excluding Vektorbosen mission-tutorial which was the most efficient and effective way to get "drop particles" done as wanted.

Very helpful and handy tool which will save a lot of time that was just wasted due to the amount of required transitions (.sqs -> in-game) intended to get effects done as wished.

Thanks,

regards,

TB

Share this post


Link to post
Share on other sites
Always hoped something similar to be done for Operation Flashpoint, excluding Vektorbosen mission-tutorial which was the most efficient and effective way to get "drop particles" done as wanted.

Actually, there is something like this available for OFP

http://www.ofpec.com/ed_depot/scripts.php

Look for " Drop Dialog from Unknown(Vektorboson?) " , it is very different from Vektorboson drop tutorial, and this drop dialog mission is what made me understood the drop command.

Easy to use, it works like the one from CSL up there, and display the whole drop line using your values so you just have to CTRL+C CTRL+V to your script.

Share this post


Link to post
Share on other sites

Speaking of Vektorbosen's drop tutorial. I would reccomend to anybody that they use it alongside this utility. While I present all the parameters here for easy editing, this utility makes no attempt to explain what they all do. Most of Vektorbosen's turorial for ofp is still relevant. There's been more particle types added, but I think that's really about it.

Share this post


Link to post
Share on other sites
display the whole drop line using your values so you just have to CTRL+C CTRL+V to your script.

Hey, that's just inspired me. I wonder if you can copy+paste out of a dialog in arma...

It would be nice if I can get the formated commands working like that!

I was so obsessed with the idea of dumping them to a file, I never thought of ingame.

------------------------------

You can do it in ARMA! yay.gifyay.gif

I'm working on adding a new dialog that will dump the commands, fully formatted, with the parameters you set to a a few text fields. You can then copy+paste them out instead of doing it the hard way. thumbs-up.gif

Share this post


Link to post
Share on other sites

I believe BIS would have been mad to remove the CTRL+C CTRL+V support from ArmA.

In the case of such dialog tool like yours, it would certainly be really great to be able to copy paste the result like in the OFP one.

I believe all you would need is

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Dropresult = [variable1,variable2,variable3,etc...,variableX]

with each variable1 , 2 , 3 .... X being the actual values from each of the setting your allow the user to modifiy , a line that is refreshed often to take in account each new change of the variables.

Then the dialog equivalent of a titletex (i don't remember the command exact name for dialogs but i guess you may find it easily) :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TitleText [format["%1",Dropresult], "PLAIN"]

should display the whole line when you require it in your dialog, ready to CTRL+C and CTRL+V.

Of course, with sqf it could look different.

EDIT : oops just noticed that while i was writing this you already figured out anyways from your own edit,

Share this post


Link to post
Share on other sites
Quote[/b] ]Actually, there is something like this available for OFP

http://www.ofpec.com/ed_depot/scripts.php

Look for " Drop Dialog from Unknown(Vektorboson?) " , it is very different from Vektorboson drop tutorial, and this drop dialog mission is what made me understood the drop command

It seems that I missed it and went through without even being aware of its presence, thank you a lot, this "drop-dialog" screen works nicely here and I somewhat feel frustrated for not having discovered it before, there is no doubt it would have been useful to figure out numereous "drop" issues I had to face previously.

regards,

TB

Share this post


Link to post
Share on other sites

Update to v1.1

Added the ability to copy generated code from the mission to anywhere else you wish to put it.

Fixed a small bug wit the particleRandom dialog (if I recall correctly, color 1 and color 2 both set color 2).

Share this post


Link to post
Share on other sites

If you're planning a V1.2, could you perhaps make the dialogs movable?

That way you can look at the effects, and still have the dialog open.

Also, how about locating it on Rahmadi instead? Why load the great big Sahrani, if all you're doing is testing particles?

But other than that, GREAT TOY, and great timesaver!!! yay.gif

Share this post


Link to post
Share on other sites
If you're planning a V1.2, could you perhaps make the dialogs movable?

That way you can look at the effects, and still have the dialog open.

You know, I thought about it, but it didn't seem to be worth the effort. Why? Well, the dialogs always open in the top left corner right? So just turn your POV so the particle effect is on the right hand side of the screen.

I've also considered transparent/semi transparent dialogs too.

I'll probably implement one of these options if more people request it. I do need to know which you guys would prefer though. If you can think of another creative method of making the dialog better for editing the particle effects, I'm all ears too.

Also, how about locating it on Rahmadi instead? Why load the great big Sahrani, if all you're doing is testing particles?

This is true enough I suppose. I just never thought of it though. I have sara set to be my startup island. Since 99.999% of everything you're likely to do is there, I never saw any real point in making the intro island the default since it just means you have to load an extra island before you play. I mean yeah sure, once there are addon islands, the intro island would be good in that it's small and loads quick so you can then load up whatever island you're going to be working with.

I'm not sure if I'm really explaining that very well, so lets suppose (I know these numbers are exagerated, but bear with me):

game loading takes 1 min

loading intro island takes 2 mins

loading sarah island takes 5 mins

With intro island as the default:

1+2+5 = 8 mins before you can play 99% of stuff

with sara island as the default:

1+5 = 6 mins before you can play 99% of stuff

How about the next release, or after I've determined the version is final, I add the intro island too, so you can load either? In the meantime, it shouldn't be that big a deal to copy and paste the editor stuff into a fresh intro map, copy the scripts into that folder, save and use it. I do include the non-pbo version for a reason wink_o.gif.

But other than that, GREAT TOY, and great timesaver!!! yay.gif

Yeah, after making it, I think that it's actually kinda fun to just play with. I've made several nifty effects just tinkering with it now. Made one last night using the pstone.p3d shapename, started them in the air and made them fall. Instant avalanche/rock shower. I was saying to special ed that it would be cool to put something like that in a mission some time. Perhaps a deliberatly caused avalanche in an ambush scenario.

Share this post


Link to post
Share on other sites

I wonder if we should perhaps start a Wiki page where different effects could be stored.

That way everybody can submit their favorite masterpiece there, and people who are looking for specific effects have one place to go.

Share this post


Link to post
Share on other sites

I would suggest that that's not actually a bad idea. The only potential problem I can see is an issue with expiring image hosting. You'd end up with a bunch of lines of code with no screens of what they actually do. Does the wiki system itself support doing something about that?

Also, if something like that was done, I think I would be tempted to add a method of importing settings to my utility here.

Share this post


Link to post
Share on other sites

Actually, you can upload images to the Wiki, and they will be hosted there, so that shouldn't be an issue.

Once you (or some other people reading this) got some nice effects together, post'em here, and then I'll start the page.

Share this post


Link to post
Share on other sites

I'm working on a few effects for this purpose. More specifically, I've got a few done, and several planned.

9 basic smoke effects:

3 heavy dark smokes of different sizes (small, med, large)

3 medium smokes of different sizes (small, med, large)

3 lightly colored smoke effects of different sizes (small, med, large)

I'll recreate that avalanche I mentioned.

I'll throw in a couple of funky ones too.

I'll finish them up tomorrow or something though. It's late where I'm at right now.

So for now, goodnight.gif .

Share this post


Link to post
Share on other sites

Funky rainbow arch

CSL_FunkyRainbowArch_T.jpg

Full Size

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

XXXPARTICLEEFFECTSOURCEXXX setParticleCircle [0, [0, 0, 0]];

XXXPARTICLEEFFECTSOURCEXXX setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];

XXXPARTICLEEFFECTSOURCEXXX setParticleParams [["\Ca\Data\Cl_basic.p3d", 1, 0, 1], "", "Billboard", 1, 6, [0, 0, 0], [0, 2.5, 2.5], 0, 14, 10, 0, [0.2, 0.2], [[1, 0, 0 ,1], [0, 1, 0, 1], [0, 0, 1, 1]], [0, 1], 1, 0, "", "", XXXOBJECTXXX];

XXXPARTICLEEFFECTSOURCEXXX setDropInterval 0.02;

Share this post


Link to post
Share on other sites

<span style='font-size:10pt;line-height:100%'>VERY COOL!</span> biggrin_o.gif

I'll get right to work and start a Wiki page.

Update: Page is up, and available here.

Share this post


Link to post
Share on other sites

ColonelSandersLite

is there any chance of a mission being posted so as all us noobies can

open look examen and learn where all the bits and bobs go.

i have looked at the wiki page and iam at a bit of aloss as to were all

the pieces of code go .the effects are great and it would look good

as a back ground effect .

thank you

bk1276

Share this post


Link to post
Share on other sites
ColonelSandersLite

is there any chance of a mission being posted so as all us noobies can

open look examen and learn where all the bits and bobs go.

i have looked at the wiki page and iam at a bit of aloss as to were all

the pieces of code go .the effects are great and it would look good

as a back ground effect .

thank you

bk1276

Was just about to post the same thing?

Where do the bits of code go? a script? :s

Share this post


Link to post
Share on other sites

Ok i just had to do some thinking.. :d

this is what you must do, make a script with the following:

Quote[/b] ]_OBJ = GameLogicOne;

_PS = "#particlesource" createVehicleLocal getpos _OBJ;

_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;

You must have a game logic called "GameLogicOne"

run the script and it should work tounge2.gif

Share this post


Link to post
Share on other sites

thanks  Matt Rochelle

il  do that when i get back home

bk1276

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×