dmarkwick 261 Posted July 6, 2007 It's not a matter of getting larger particles, it's a matter of getting ANY particles Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted July 7, 2007 Hypotheticaly: When creating your particle souce, are you using createVehicle or createVehicleLocal? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _particleSource = "#particlesource" createVehicleLocal getpos SmokeLogic; Try flipping it around the other way. If you're using createVehicleLocal, change it to createVehicle and vice versa. I assume that if you're creating the particle source locally, the code should not be executed on the server at all. Likewise, If you're creating it globally, it should be only executed on the server. I dunno if that's helpfull or not, or even if it's actually correct. I'm just applying my knowledge of how that stuff generally works here, not arma specific knowledge. Past that, I really can't help you on this specific issue. All I know is what I've said above. Again, this is because I do not do mp scripting since I do not have 2 arma capable machines. Not that it's unwelcome here, but I think you may have more of a chance of getting the community's attention for this problem if you started a new thread for the sole purpose of adressing the problem in the mission editing and scripting board. Honestly, what expert mp scripter likely to read through an old thread in the addon board for something they already got ages ago if they where interested at all? Although, once the solution is known, be sure and let me know so I can include the details. Share this post Link to post Share on other sites
igor drukov 0 Posted July 7, 2007 From my experience, CreateVehicling or CreateVehicleLocaling a particle will only have local effects, even if you PublicVariable the particle itself. Rules and discipline used in OFP with "drop" should be kept with the set of ArmA particle-related commands - that is, they should be executed on every client that needs them. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 7, 2007 Not that it's unwelcome here, but I think you may have more of a chance of getting the community's attention for this problem if you started a new thread for the sole purpose of adressing the problem in the mission editing and scripting board. Honestly, what expert mp scripter likely to read through an old thread in the addon board for something they already got ages ago if they where interested at all?Although, once the solution is known, be sure and let me know so I can include the details. LOL, yeah but you know how it goes, gotta search & use a related thread first. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 7, 2007 From my experience, CreateVehicling or CreateVehicleLocaling a particle will only have local effects, even if you PublicVariable the particle itself. Rules and discipline used in OFP with "drop" should be kept with the set of ArmA particle-related commands - that is, they should be executed on every client that needs them. I was afraid if that just get it working in setParticleEtc and now I got to change it But how to do the setParticleCircle and setParticleRandom commands? My brief look at Drop command doesn't seem to include these. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted July 7, 2007 Assuming that it's a rule that you have to create the particle source for every client machine, you would also have to set the particle circle and such on the client machines also. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 7, 2007 Assuming that it's a rule that you have to create the particle source for every client machine, you would also have to set the particle circle and such on the client machines also. Having played with Drop for a while, it seems there's no such thing as a particle source with this method. 1 Drop command = 1 particle. You need to loop it for as long as you need to, and add in a sleep command for the particle rate. As for particle circle, can't see any analogue. I can work the random settings by randomising a new number each loop, so I guess the circle is merely the command setting a minimum offset. I can do it, but it sure is a ballsache compared to the setParticleEtc commands Share this post Link to post Share on other sites
dmarkwick 261 Posted July 30, 2007 CSL, I'm trying to add in my own textures for use with this utility but they're not showing up in the mission. I de-PBO'd the mission, added this line to the top (and once, just in case, the bottom) of the texture array: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"\DMSmokeEffects\DMBuildComposite.p3d", then re-PBO'd the mission but no-go with the texture. I de-PBO'd the mission again to check the edit was in and it is. Is there anything you can think of that might prevent the texture from showing in the utility? Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted August 1, 2007 First thing I would suggest is that you may have messed up the mission files somehow. If you download a fresh copy, it's got unpbo'd versions included . As to the code you need to change exactly: Init.sqf, lines 30-50 (roughly), should look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //Valid shapenames, straight from the wiki ValidShapeNamesArray = [ "\Ca\Data\ParticleEffects\Blood\Blood.p3d", "\Ca\Data\Cl_basic.p3d", "\Ca\Data\Cl_fire", "\Ca\Data\Cl_fired", "\Ca\Data\Cl_water", "\Ca\Data\ParticleEffects\CloudletSand\CloudletSand.p3d", "\Ca\Data\ParticleEffects\CloudletWater\CloudletWater.p3d", "\Ca\Data\ParticleEffects\FireAndSmokeAnim\FireAnim.p3d", "\Ca\Data\kouleSvetlo", "\Ca\Data\krater_po_kulce", "\Ca\Data\missileSmoke", "\Ca\Data\ParticleEffects\Pstone\Pstone.p3d", "\Ca\Data\RainDrop", "\Ca\Data\ParticleEffects\RocketSmoke\RocketSmoke.p3d", "\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", "\Ca\Data\ParticleEffects\SparksEffect\SparksEffect.p3d", "\Ca\Data\ParticleEffects\Watereffects\WaterEffects.p3d", "\DMSmokeEffects\DMBuildComposite.p3d" ]; Where it's used: EditParticleParams.sqf lines 45-60 in a forEach fashion. ApplyParticleParamsChanges.sqf lines 90-110 in a forEach fashion. Since both other occurences are forEach types, there's not any counter anywhere that I forgot you need to add to as well. Oh, after I've typed this, I thought maybe you're meaning that you're having no trouble getting the name to appear in the dropdown box, but can't get the texture itself to work. Lemme know if that doesn't help. Share this post Link to post Share on other sites
dmarkwick 261 Posted August 1, 2007 Oh, after I've typed this, I thought maybe you're meaning that you're having no trouble getting the name to appear in the dropdown box, but can't get the texture itself to work. Thanks for the reply CSL I added the line exactly as you have in your above example, and it doesn't appear in the dropdown list. I use the texture in other places so I know I can access it. However I haven't downloaded a fresh version of your utility so for completeness I'll try that next Share this post Link to post Share on other sites