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Significant number of Particle Effects config variables seem to have no effect.
Closed, ResolvedPublic

Description

It seems that almost all of the new config effects variables in explosionEffects have no effect on particles.

http://community.bistudio.com/wiki/Arma_3_Particle_Effects:_Config_Parameters#Parameter:_explosionEffects

I have tested all the velocity vector variables and they seem to be returning 0 and the particles are imparted with no velocity.

Details

Legacy ID
1481328691
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Particles
Steps To Reproduce

Configure any explosion effect to use the variables listed (specifically the velocity vector ones) here: http://community.bistudio.com/wiki/Arma_3_Particle_Effects:_Config_Parameters#Parameter:_explosionEffects

Example: moveVelocity[] = {"inDirX*10","inDirZ*10","inDirY*10"};

Explosions will have no velocity imparted by the values of these variables.

Additional Information

I have tried this on spawned ammo, fired ammo, airbursts, ground bursts, etc and not seen the effect.

Event Timeline

Nou edited Steps To Reproduce. (Show Details)Oct 9 2013, 12:16 AM
Nou edited Additional Information. (Show Details)
Nou set Category to Particles.
Nou set Reproducibility to Always.
Nou set Severity to None.
Nou set Resolution to Fixed.
Nou set Legacy ID to 1481328691.May 7 2016, 5:06 PM

Should be fixed in current dev version. Could you please check it and let me know? Thanks

Nou added a subscriber: Nou.May 7 2016, 5:06 PM
Nou added a comment.Nov 5 2013, 6:53 PM

Yep, seems to be working, thanks DarkDruid! I think the documentation needs to be changed some now. It seems that inDirX is just a vector, in the documentation on the biki for it it says the speed vector. To get that you need to just multiply by inSpeed.

Also, I might make this a separate ticket but to make really nice explosions we really need a vector rotation function that can be used in these configs so particles can be imparted a velocity perpendicular to the direction of the projectile (which is where a majority of the energy goes in artillery shells, aircraft bombs, or any other warhead that is a cylinder in configuration).

Check out these following videos to see what I mean:

http://youtu.be/5FxhaCuGNm4
http://www.youtube.com/watch?v=v8eLH3VbJOQ <-- you can clearly see in this one that there is a smoke ring that forms perpendicular to the direction of the round, and there is a small column of smoke that travels in the velocity vector.

I don't think this is possible right now unless its on a fixed vector, which doesn't really cover many situations unless the round is coming straight down.

You are right, documentation fixed. Yes, please create a new ticket for that vector rotation function. It is more complicated than this fix and engine programmers are very busy right now. It will take some time probably.

Thank you for feedback and help!

Mass closing resolved issues not updated since November.