ManDay 0 Posted July 12, 2007 Does that make any sense? I just figured out you have to create a vehicle of class "#particlesource" to actually use particlesources - it doesnt just work with any kind of object. Now, does that follow any sort of logic? As neither "particlesource" nor "#particlesource" are listed in the CfgVehicles - whats the sense of all that - another "hardcoded exception" ? Share this post Link to post Share on other sites
Cloughy 0 Posted July 13, 2007 Have you had a look at Col Sanders particle examples on the wiki? Think to create a particlesource and attach it to an object. Cheers GC Share this post Link to post Share on other sites
UNN 0 Posted July 13, 2007 Quote[/b] ]Does that make any sense? I just figured out you have to create a vehicle of class "#particlesource" to actually use particlesources - it doesnt just work with any kind of object. The same thing applies to the lightAttachObject command. It uses #lightpoint. Quote[/b] ]whats the sense of all that - another "hardcoded exception" ? Looks that way. You can inherit from #lightpoint to create your own class. But whats actual contained in there I don't know. When I get the chance, I will try and see if I can route out some more details, using the config commands. Share this post Link to post Share on other sites
ManDay 0 Posted July 15, 2007 Thanks UNN - reliable as usual I want the particlesource just spawn the particles on its own without beeing assigned to a certain object. This works when I give the particlearray a non-existant object as the last parameter (not objNull!. Is this the onply way to do it? Share this post Link to post Share on other sites
ManDay 0 Posted July 22, 2007 Who - and how did who discover that #-things? Share this post Link to post Share on other sites