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ManDay

#particlesource?

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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" ?

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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

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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.

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Thanks UNN - reliable as usual smile_o.gif

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!wink_o.gif. Is this the onply way to do it?

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Who - and how did who discover that #-things?

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