#enfusion_particles

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silver schooner
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gpu particles?

amber arrow
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why the decals of hits look different in the game and tools (better in tools)

crisp iron
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Looks the same to me, just different lighting blobdoggoshruggoogly

The top one is shot in the ground, so light everywhere.
The bottom image is in a wall, so you have shadows casting inside the holes

amber arrow
queen totem
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what do you mean? there seem to be partial shadows on the decal, which will only happen if there is normal mapping

amber arrow
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1st pic 2d (broken), 2nd is right

queen totem
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Normalmapping just fakes lighting, this works in both the videos. If the object reacts to light differently than without normalmap, then normalmap is working. What you mean not working is the parallax rendering effect

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Idk, but could be that parallax effect doesnt work on certain objects (in Arma 3 it only worked on terrain textures, but i guess that was probably improved in enfusion). Still, there might be limitations where the effect can be used

bold stirrup
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Is there a way to use the same emitter, or copy/save emitters to use in different particles later? Right now thinking of making huge particle effect just so I can save all my emitters to one place which would be a dumb way of doing it

silver schooner
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yes, it would be weird if you couldnt save your particle systems

bold stirrup
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I can save the particles, but not the individual emitters, which I feel like could save on a lot of development time on particles if avaiable

silver schooner
bold stirrup
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@silver schooner Can you add those prefabs to a prefab? Kind of defeats the purpose if you can't do that

silver schooner
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so, create your emitter in world editor, then drag it into the resource browser and there's your prefab

bold stirrup
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Looking at it now and not sure how to create a emitter as a prefab or add a prefab to the emitter. I understand changing particle type to a prefab but that doesn't seem like it would be editable as a base effect to use or slightly edit for another effect.

silver schooner
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also I like the project name

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so you'll assign your particle effect to your emitter entity

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or whatever entity type it is that is supposed to play it

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if it's a warhead, it will have the particle effect in one of the effects in its components

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so you need to override the warhead, slapping your glorious effects in it

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I can be more precise if you tell me which effect you'd like to replace

bold stirrup
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I understand all of that. What I want to do is save emitters so I can use them across multiple particles if I wanted too. For instance a derbis_cloud that I can push to RPG particle as well as the MLAW and then tweak the emitter in said particle to create the particle I want using a combination of tweaked emitters. So If I create a new emitter and call it whales and tweak it for one particle. I can then export the whale emitter as it's tweaked for the RPG particle to the MLAW particle and make a few tiny adjustments to use it there

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I don't see an easy way of doing that, so far it looks like I have to re-create whale emitter as it is in another particle to be able to use it

silver schooner
bold stirrup
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Where do I request a feature?

silver schooner
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tested this enough times to give myself a migraine duckthinking

silver schooner
rare wedge
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Its something, great work!

rare wedge
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Wow, really good

silver schooner
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to make it more annoying I also decrease aim sensitivity, as you can see when I try to turn back

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but that might be too annoying

rare wedge
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Yeah, looks very good, i had been thinking about how to make flash grenades for a long time, but this effect that it causes is much cooler xD

silver schooner
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for AI until I find a better way I just disable their guns duckthinking they also try to run away so maybe I can just make them move slower

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but this isnt really a good channel to discuss scripts

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the sparks are nice tho

amber arrow
# silver schooner

Nice! But i think more sparks and slightly improved smoke will be better!

silver schooner
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it's supposed to stun not blow up an xbox

umbral kestrel
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xbox stunned = player stunned too

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works ๐Ÿ‘

silver schooner
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well the grenade did crash the game at one point

umbral kestrel
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thats a fatal grenade then

silver schooner
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unfortunately, it crashed it for both the person throwing it and the person being stunned

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cursed grenade

umbral kestrel
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I'm currently trying to work out a grenade too and the only things I've done is replacing the M67 model with the model of the grenade itself, the rest was just copied over

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unfortunately for me the grenade caused the game to crash exactly the moment you try throwing it

silver schooner
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missing animation bones for pin animation?

umbral kestrel
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Probably

silver schooner
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also probably not the right room

umbral kestrel
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that probably too ๐Ÿ˜„

bold stirrup
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Any way to make sprites not be locked to front facing?

silver schooner
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disable billboarding

silver schooner
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the loadout cloth component has material overrides, but they don't seem to always work

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they update when I change something in the component, but then load the world again and it's back to its original material

rare wedge
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On workbench they usually are bad, but if u test it on peer or the game imself are good. Have a lot of items like that and is a mess xD

silver schooner
amber arrow
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Are there any ways to make the particles (for example, when hit) appear randomly? For example, I have two effects of hitting a brick and I want them to appear randomly?

silver schooner
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you can create a particle emitter entity that randomly chooses one of the two on init, dont know if theres a way inside particle system

amber arrow
silver schooner
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hm dont think you can plug prefabs into gamemat hit fx config

amber arrow
silver schooner
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bro its a brick just use 1

amber arrow
silver schooner
amber arrow
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and it has only one possible .ptc(

silver schooner
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oh no u cant override these? ๐Ÿ˜ฆ

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sounds like something for the feedback tracker

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maybe you can override the ptc itself?

amber arrow
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thats how i made betterhits

storm stratus
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Is there a way to get particles to lay on the surface of water to make wake effects? or would that be achieved through a decal?

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I think the last thing I need for my boats to look more realistic is splash effects and my particle skills are very sub par

silver schooner
storm stratus
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Arma 4 it is I guess

silver schooner
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I didn't even know decals work on water

storm stratus
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Neither did I

silver schooner
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particle restitution doesn't seem to work against the ocean

amber arrow
timid orbit
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Small question (I did not look at all) but is there an effect of falling drops? A bit like the waterfall effect of @silver schooner

silver schooner
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like a leaking pipe or something?

timid orbit
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Exactly

silver schooner
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no, but it should be very easy to make

timid orbit
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I don't know I've never done

silver schooner
timid orbit
silver schooner
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don't think particles can make sounds on collision, so a general looping sound of drops falling would be more appropriate, but it wouldn't sync with the particles

timid orbit
silver schooner
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perhaps, via script if you know when the particle emitter emits a drop and when it hits the ground, but it seems unnecessary for performance reasons, having scripts running every frame that may or may not play a sound of a drop

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unless you do something clever like use triggers to start/stop the emitters and the sound scripts

timid orbit
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Yes or as you say, leave a fathom in the background, for me it is not disappointing

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Do you have a way to do it? And to put it in your effect package available on the wrkshop?

silver schooner
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I'll try in a few hours

timid orbit
silver schooner
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I'd like to redo the waterfall as well

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and add some more stuff

timid orbit
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as you want

silver schooner
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hoping to get it done by sunday

timid orbit
silver schooner
timid orbit
silver schooner
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I can't really play sounds when they hit the ground though

timid orbit
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and an ambient sound?

silver schooner
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I am seeing "SCRIPT (E): Entity is already deleted" when I have an emitter entity that is set to Delete On Finish

silver schooner
timid orbit
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Yes no worries, same on my side with the models...

timid orbit
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@silver schooner How are you doing with the water drops?

silver schooner
timid orbit
silver schooner
# timid orbit Yep same for me, no problem

I get A LOT of crashes when working with visuals like materials, but much less crashes when working with things like scripts, which is why scripts/features are easier for me to develop

timid orbit
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Yes you surprise me, I have the same with the world editor...

silver schooner
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yesterday I got a crash while I wasn't even working on anything, was making instant noodles

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is workbench telling me to go on a diet?

orchid wedge
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No, it's telling you not to ignore it and doing something else.

silver schooner
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im sorry workbench duckcry

storm stratus
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Is there a way to get the particle emitter to offset to the currently firing barrel on a weapon?
For instance the cannons on my ships are one gun with two barrels and I canโ€™t get the particles to align to the second barrel

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Honestly all that would need to happen is the particle emitter would play again but offset by the second barrels offset

silver schooner
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each barrel could have its own emitter? not sure how to set this up tho

storm stratus
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It seems wasteful because why would you have more than one barrel but not allow for particles if you dont fire them in tandem

silver schooner
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I don't think there are weapons with multiple muzzles in the game yet so until there is one we have no template

mint ruin
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There is barrels implementation on muzzle component

visual marlin
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Does anybody know if the Re-Light mod By @storm stratus works for Community servers ?

stable sphinx
visual marlin
stable sphinx
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iโ€™m just now learning how to code stuff so i can make a chinook

storm stratus
visual marlin
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Cool thank you for reaching out for me at least

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@storm stratus your ship mods are pretty cool keep up the good work man

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@storm stratus do you plan on making an American Iowa class battleship?

storm stratus
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it's in the works

visual marlin
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I can't wait for it it's going to be great

zealous escarp
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I'm making a white phosphorus grenade, is it possible to make a spark with an additional smoke emitter of its own?

zealous escarp
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How would I go about doing it?

proper nymph
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particle emitter can stack, if you edit the effect you can add more on the left side somewhere

zealous escarp
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Not quite what I was after, but I figured it out - made a prefab with its own particle emitter class

raw zephyr
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are particles less computer intensive than using sprites? I know with xplanes 12 when they switches to volumetric clouds (with engine changes to handle it btw) preformed better. say if I was to make heavy flak in the sky would particles be the better option?

silver schooner
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what's the difference

raw zephyr
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in xplanes? they got better fps than using billboards

silver schooner
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were they gpu particles?

proper nymph
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i thought particles use sprites ๐Ÿค”

silver schooner
proper nymph
raw zephyr
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well im just asking. I think it would be cool to eventually have flak in arma. but currently the particles in refrogwies are cpu not gpu. and people riley on using particles instead of billboards for muzzleflashes, explosions, smoke, dust ect.

proper nymph
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flak is certainly possible with current particle limit

silver schooner
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Gpu particles?

silver schooner
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btw how is it setup that smoke blocks AI perception?

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like is there a checkbox somewhere?

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ah Occlusion parameter in the emitter

amber arrow
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Can we have different explosion effects based on material that was hited? Like for bullet impacts

hazy lynx
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Is there a way to limit the bounds of a pe? For instance keeping them within a ScriptedGameTriggerEntitys trigger box?

amber arrow
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Is it possible to make particles lod always be lod 1 and >? because i found that particles lod 0 = 30 fps, lod 1 = 60 fps (simplified) and it will be good, that i can make them lod 1 at any distance

silver schooner
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fps is lower when you are closer to them when they are bigger

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take more space on screen

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also resolution of texture, they might have MIPs that are used when in LOD1?

silver schooner
# amber arrow What is MIP?

it's basically what LOD is to models, open up any texture in Workbench and there is a MIP selector next to the RGB channels if the texture has MIPs

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each MIP I believe is half the resolution

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I don't know if particles have them though

amber arrow
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i will check, thank you!

silver schooner
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is there a way to randomize chance of particle emitting in general?

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I'm trying to make a flame appear with a low chance, but tweaking the birth rate RND and emitting time either makes the flame appear or doesn't

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does birth rate RND only go upwards?

amber arrow
amber arrow
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Gpu particles please

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There are greatest assets for particles and best particle editor, but we cant use all potential with low fps

old jasper
silver schooner
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well, lower end hardware benefits much more from gpu particles than higher end hardware

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even having some GPU particle support would be very welcome, ie. particles that don't need to collide with environment such as smoke, since big sprites have much larger performance impact

gritty pecan
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Trying to get the exhaust effect to work on the helicopters. So far nothing I do seems to get a particle effect to spawn. I'm wondering, does the SCR_MotorExhaustEffectGeneralComponent require that it be on a wheeled vehicle to work? I see is references m_pVehicleWheeledSimulation in the script definition. Also SCR_CarControllerComponent. There is a SCR_HelicopterExhaustEffectComponent, but that does nada as well.

The exhaust particle effect ptc animating and showing my current SCR_HelicopterExhaustEffectComponent.
https://gyazo.com/e919208804f5c88fac00e1f5aa7adbcf

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RPM Signal is set to EngineRPM, which the signal viewer shows the helicopter IS outputting. Thrust Signal is set to EngineThrust, which is also appearing in the signal viewer.

tawdry crater
gritty pecan
tawdry crater
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SCR_CarControllerComponent::OnEngineStartBegin which is callback from CarController, is called when the engine is started, then in this method this is doing

        if (motorExhaust)
            motorExhaust.OnEngineStart(false);```
Which is just calling OnEngineStart on this component, then in this it is essentially just calling TurnOn on MotorExhaustEffectComponent. Otherwise your particle will not be simulated
hearty mortar
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How can I make particles go towards the middle point (origin) of the particle system instead of going away from it?

silver schooner
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I don't know how to control the angle with spring so that it faces the center though

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and also I think you can't spawn particles on the surface of the sphere, it's always a volume

hearty mortar
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๐Ÿ˜ฎ spring is perfect

hearty mortar
past latch
silver schooner
chilly canopy
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Is there a component to attach a particle emitter to a projectile?

past latch
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rockets should have particle emitters

chilly canopy
amber arrow
chilly canopy
amber arrow
silver schooner
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is there some special checkbox for light to appear in emitter? I copy pasted all group properties from rpg7 for Light emitter but it doesnt do anything

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the one in rpg7 emits fine, the one in my ptc does not emit at all with same birth rate settings

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I figured it out, doing a copy and paste of some property groups in the particle editor sets them to incorrect values breaking the emitter

tawdry crater
wicked jewel
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Almost all of the particle effects I'm running are flagging this error on the servers causing people to disconnect or the server to freeze, does anyone know how to update the effects?

silver schooner
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why would this cause any of the mentioned things

silver schooner
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changing color using this color button on the right crashed workbench (but cant reproduce now)

tawdry crater
wicked jewel
wicked jewel
silver schooner
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those warnings are local so shouldnt matter

chilly canopy
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I'm looking to override the particle effects using the Overriden Material Props in ExplosionEffect in ShellMoveComponent. I changed the GameMaterial ID to the one for Concrete, and the hit effect and Collision Info Particle effects do not change when the projectile collides with the concrete material. Is there something I'm missing?

silver schooner
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hows the future of particles looking?

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gpu particles? yes/no?

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even limited functionality/no collision or something

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was the limit on particles increased?

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looks like its 10240 on my pc, how big is it on xbox series s?

chilly canopy
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Any word if prebaked alembic caches will be able to be imported?

past latch
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I believe overriding .gamemat's is in!

hidden aspen
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Does anyone know how i could attach a particle to a prefab a character is holding?

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for example, im trying to make it so when you turn a "flashlight" on it spawns fire on it, like a handheld torch

hazy lynx
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You wouldn't do that from the character. You'd do that from the torch. Then just render the particles when the torch is lit.

hidden aspen
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Yeah, thats what i though, im just unsure how to attach the particle

tawny relic
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Isn't it just a component? I'm actually also looking into this today for my Molotovs.

hazy lynx
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@tawny relic You beat me to it lol

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I'm gonna do them too

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    [Attribute("{819F276C4C27A4B6}Particles/Enviroment/Fire.ptc", UIWidgets.ResourcePickerThumbnail, "Prefab of particle.", category: "Zone", params: "ptc")]
    protected ResourceName m_sParticle;    
    private SCR_ParticleEmitter m_pParticle;
    
    
    override void EOnInit(IEntity owner)
    {
        super.EOnInit(owner);
        m_pParticle = SCR_ParticleEmitter.CreateAsChild(m_sParticle, owner,Vector(0,0,0));
    }
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@tawny relic Here's a snippet to get you started.

tawny relic
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oh sick! Thanks a ton! ๐Ÿ™‚

austere wadi
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Is it possible to change the particle effect a vehicle wheel uses when driving over a surface ? You cannot change it inside SCR_VehicleDustPerWheel atleast. thinking_pikachu

silver schooner
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what's wrong with this particle system that makes it despawn immediately on a dedicated server but not in workbench/peertool?

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it despawns/doesnt place when I place a SCR_ParticleEmitter entity as game master with the Fire ptc as the particle system

silver schooner
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please tell me it's some easy fix bug crypeepo

silver schooner
sterile condor
silver schooner
sterile condor
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aaand i dont see what you mean

silver schooner
sterile condor
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i guess im doing smoke the wrong way?

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maybe its easier to spawn prefab in warhead that has particle effect

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and avoid using particle effect in warhead

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not a lot of setting here

silver schooner
# sterile condor maybe its easier to spawn prefab in warhead that has particle effect

that's the thing - I believe particles were using SCR_ParticleEmitter under the hood which is now replaced by ParticleEffectEntity that has this functionality

so, if we assume that HitEffectComponent was setup to use the new ParticleEffectEntity (I don't know if this is the case), you get what you see as the default behavior is to wait with particle render up to when it's visible

sterile condor
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yes, but this default behavior is not acceptable in this case

silver schooner
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does this mean if I unload a PKM mag into a wall behind you, when you turn around you will see 100 puffs of smoke at once?

sterile condor
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perhaps

silver schooner
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I wanna see this kekw one sec

sterile condor
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ok situation is even worse

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warhead was doing literally nothing lol

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i replaced it with empty prefab and i still have smoke

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this is what spawns particle

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aaaand same nothing

silver schooner
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I tested my theory and it didnt happen ๐Ÿ˜ฆ as in the particles worked correctly

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it's a bit weird you can't change this setting inside the hit effect component, it seems unnecessary to have to make a script to somehow turn it on if that's required

sterile condor
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thats really weird

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nvm fixed it

silver schooner
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nice, what was it?

sterile condor
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this checkbox

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in timertrigger component

silver schooner
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sweet

upbeat valve
sterile condor
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someone from BI forgot to clear Explosion_Ammo_Rack_Large particle on exp

silver schooner
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debug balls

proper nymph
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ah thats what i saw on heli destruction ๐Ÿ˜‚

pearl stone
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made a new particle fx

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guys do yoy know if enfusion engine support to do some uv mapping animation to make some fx like blood pool

past iron
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look at water and Cloth (Flags) and Rivers maybe ?

pearl stone
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yes. i think we can use the flipbook to realize a dynamic bloodpool

silver schooner
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is there a wiki article on the new fun particle stuff? for example sub effects and particle contact components

frank swan
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Been trying to make a particle for a MANPAD (Redeye) with the smoke being visible from the missile to the shooter, in other words leaving a trail for at least 1 minute... But no matter how I define the particle it just stay attached to the projectile and disappear rapidly. Any advice?

proper nymph
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maybe it gets deleted on projectile impact? edit: nvm i have no idea of projectiles ๐Ÿ˜„

sterile condor
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Could someone from BI check this crash log? eafbdc60-f9ce-417e-b6fc-a5fd1775c6bd

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my smoke grenade particle crashes game afte 1.0 update

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and i have no idea whats happening

runic minnow
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Crash is in character animation component. So likely not related to your smoke grenade?

silver schooner
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the animation went up in smoke

runic minnow
turbid barn
runic minnow
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No

silver schooner
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where is AI perception defined for smoke particles?

tawdry crater
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So if you have. Please send me the mod

sterile condor
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override t14 turret prefab and enable disabled tucha weapon component

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this is easiest one

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repro:

  1. sit in t14 as gunner
  2. select tucha smoke launcher slot 3
  3. launch full stack (just hold fire button)
  4. kabum
tawdry crater
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Ho, and do you have the setup of those particles ?

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How do you spawn them ?

sterile condor
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i can send you prefabs

tawdry crater
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Yes please

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Do you use your particle effect or vanilla ?

sterile condor
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i dont remember how i spawn them, but its probably dumbest way to do it

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my own

pearl stone
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hi guys. if you wanna make a effect that when npc is being shot, then create blood decal on ground or wall. how to do it? i researched one way that you can open the collision tag in particle editort then it will keep on ground. but how about the wall?

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i think reforger ' hit reaction is too simple. even no blood decal...

lean dock
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Just getting started with particles in workbench. I've made two new particle explosions for my custom C4 charge and my HE canister grenade. Is there a tutorial or instruction on how to export the particles out of particle engine into Reforger for use in the game? Thx in advance for your help.

amber arrow
silver schooner
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adding lifetime rnd produces artifacts with lifetime alpha

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ie. the lifetime alpha seems to remain the same despite different lifetime of the particle, so it might disappear abruptly instead of fading out

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also, when a particle already exists in LOD0 and you move to LOD2 this particle stays up, so long lifetime particles in LOD0 are not efficient

vast urchin
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I have been away from the game for a moment. I came back to see a new SCR_BaseEffectManagerComponent. I added this to my little jetski to get the splash particles working, which in this set it up, it does turn on when the RPM hits 4000 as intended, but it does not switch of until the engine is off, I did set this up for this to turn of less then 3999 RPM. Have I done this wrong or have I got the wrong idea about what this component can do

silver schooner
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Sort of, the collision is not physically accurate for meshes but for particles like spheres it's enough

fossil valve
silver schooner
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Yes ages ago

fossil valve
fading walrus
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How can visibility for AI be configured for particles? Apparently AI can see through my avalanche clouds.

silver schooner
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I think its some occlusion setting in the material

fading walrus
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Hmm, it's in units % per meter. What does partial occlusion even mean? Does it delay enemy perception or what?

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I guess I'll just go with the 12 %/m that I found for the smoke grenade emitter.

hearty mortar
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Is there a way to disable frustum culling on particle emitters?

silver schooner
urban blade
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is there any way to have a particle effect play one time and trigger at my Fire_Last event?

ripe tangle
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i cant edit the boolet particle prefabs ๐Ÿ˜ข

amber arrow
ripe tangle
# amber arrow you can

How? Whenever I look at the prefab in inspector it won't allow me to open prefab in world view, I is grayed out for me

amber arrow
ripe tangle
ripe tangle
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ok i got it working, must have been a one off thing

amber arrow
urban blade
mental tapir
zealous escarp
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They do not

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I haven't tried this but I imagine you can trigger a particle via an animation event

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So your firelast animation would have an event that would (by a script or something) trigger the particle

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Similarly to how they trigger sounds

urban blade
vast urchin
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Hey, I am using the SCR_BaseEffectManagerCompnent for a vehicle, I can get the signal to turn on at the required value, I can not turn it off though, has anyone played around with this component

raw zephyr
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somebody should make a particles tutorial.

zealous escarp
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What do you want to know how to do?

vast urchin
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Id love to know why SCR_BaseEffectManagerCompnent does not turn off particle effects after turning them on at the required parameter

random pawn
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does anybody know if we can have volumetric particles or effects?

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and doesn't look too good

silver schooner
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nope not yet

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also particles are not gpu, and limited at like 10k I think

raw zephyr
silver schooner
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Edit the particle effect

cloud coral
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Yeah if you edit all of the individual particles in the left emitter tab of the particle effect and play around with Shape Size and Size Multiplier/Size RND it should make it smaller

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I halved those values and the effect is already visibly smol

raw zephyr
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I don't know how

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lol

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Im in the particle editor but i can't find mine lol

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Can't see my project lol

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nevermind I had to change it from STANDARD to PREFAB

cloud coral
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If you open a vanilla particle you should be able to File->Save as and make your own version. Overriding one is probably gonna conflict with stuff

raw zephyr
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whats the name of the tap i need in order to change the shape of it ?

cloud coral
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If you click on one of the individual effects on the left emitter tab, it should show your it's properties on the right side, including the Shape Size at the top, and the Size Multipler/Size RND a bit more down

cloud coral
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You can also hit the checkmarks in the emitter tabs to disable/ certain effects. This doesnt seem to actually disable them ingame though, just in the editor so you can see each one. If you found a particle you don't want, like the huge smoke clouds you may just want to get rid of entirely, you can right click it and delete the emitter as well

amber arrow
#

Is particle oriented in ParticleContact component doesnt work or i do something wrong?

amber arrow
prime hare
#

Is there an explaintion of how to make projectile impacts particles depend on the surface that they hit?

#

for example one for steel or earth of so?

#

I searched this discord but didnt find anything

silver schooner
#

the surface materials define it

#

I think

amber arrow
deft nimbus
#

Could someone please help me create this particle effect, it will make it llok sooo nice. Could someone help me with that please?

amber arrow
zealous escarp
#

Yeah just load RHS into your workbench and you can open up the particle effect for firing and see how it's done

wet iris
#

any tips for a particle effect disappearing in world and not respecting the lifetime setting? the particle works fine in the editor but keeps disappearing abruptly in world

dense flume
#

heya, quick question on how to replace/override hit effects?

#

want to do something similar to ashys better hit effects yet a bit more larger and

#

with my own twist lmao

#

like ive already done the effect i just kinda need to replace the actual effect

orchid wedge
dense flume
#

this is so Skibidi

#

my idea is that

#

if

#

hit effects = big = felt supression is bigger

#

obviously kinda have to look good too

dense flume
#

this is lit

#

compression is destroying this OOPS LOL

#

heres a video with less compression (I also compare it to concrete particles)

#

concrete and asphalt were basically the same before so this is a before and after comparison basically

tawdry crater
wet iris
fringe comet
# dense flume

can you make it so if the bullet bounces the effect is smaller? or less smoke?

dense flume
#

If BI had seperate effects for that maybe

fringe comet
#

unlucky

dense flume
#

i would do that if I could

dense flume
#

๐Ÿ˜ป

#

it gives a feel of being supressed when inside

#

seeing dust sweep over the window from the inside from close impacts

#

should be nice and visible in the video

#

but also added blood effects :p

dense flume
zealous escarp
#

rip discord compression

#

imo the animation for the dust cloud is a little bit too slow but in general looks great

dense flume
dense flume
#

also yes guys i do take feedback

#

incase you guys ever see any problems or really wanna see something done

amber arrow
raw zephyr
dense flume
#

Just need to fix some other stuff and ill ship it

dense flume
#

@amber arrow could I ask you how you made caliber depending particle effects? are they simply scaled or a whole new arangement of particles?

amber arrow
dense flume
#

huh

#

cuz i find my current effects a bit too big for pistol calibers lmao

dense flume
#

yes thats what wi just saw

dense flume
raw zephyr
# dense flume

Amazing work on the mod I definitely think itโ€™s one of my favorites now, bravo (:

#

sehr sehr schรถn

dense flume
#

thank you lol

unborn thicket
#

hey guys

#

trying to get my particle to trigger via weight like a mine or proximity when players are in the zone

#

anyone can help me? think im setting up trigger wrong i have the particlespawnentity then a compennt for pressuretrigger

unborn thicket
unborn thicket
#

Can i give the particle a damage effect?

hearty mortar
#

Whats wrong with Particles with offset greater 100 or lower -100? They just flicker and the particle number changes super fast from 0-1 thonk

silver schooner
#

some kind of max/kill height?

dense flume
#

ReFX on workshop

#

Also do recommend to your friends KEKW

cosmic furnace
unborn thicket
# dense flume Also do recommend to your friends KEKW

Currently working on radiation zone to publish for other makers. Then gas chambers either triggered by button (piano or flush) or proximity

I am having issues with script due to skill issue. Adding it into my scenario for a Muslim group with about 300+ players so theyโ€™d know for sure

#

@dense flume hey since you kind did the opposite, How can I turn the smoke particle effect lowered in density, I want it more like a big fog than a gush of heavy smoke

dense flume
#

Id also move the alpha graph around so it begins more transparent and doesnt get as opaque

hearty mortar
cosmic furnace
dense flume
#

id reckon floating point but i dont know

unborn thicket
cosmic furnace
#

Is it possible to attach a sound with a particle, or would i have to do this via script?

cosmic furnace
dense flume
#
Particles\Enviroment\Impact_Tiny
Particles\Enviroment\Impact_Tiny\Hit_aramid_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_asphalt_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_brick_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_concrete_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_default_enter_small_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_default_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_dirt_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_fabric_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_flesh_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_foliage_conifer_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_foliage_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_glass_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_grass_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_gravel_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_metal_enter_small_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_metal_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_plastic_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_rubber_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_sand_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_snow_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_soil_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_stone_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_water_enter_tiny_01.ptc
Particles\Enviroment\Impact_Tiny\Hit_wood_enter_tiny_01.ptc```
#

found these in the experimental branch tools...

#

anyone know what they are used for?

#

cant find where they are being used

amber arrow
dense flume
#

Tested already

amber arrow
#

ah no, it is for mlee

dense flume
#

9m doesnt do the job

#

Ahh

#

Thank you a bunch

#

Makes sense too

amber arrow
deft forge
#

I think its parameters are not implemented in script

vernal finch
#

need same with baguettes

raw zephyr
# dense flume

One thing Iโ€™ve been noticing with your mod with or without mods, sometimes they just completely disappear through random play sessions causing me to have to reinstall, only effects that end up working are the water effects for some reason.

urban laurel
#

Howdy all, I've filmed a video talking about exactly what Im trying to do just to save a wall of text but will briefly summarise here too:

At the moment I've just been doing animations and not much prefab work, etc. But I was wondering if its possible to A) activate a particle effect during a reload animation, such as for a bolt action rifle or in this case, the empty case of a rocket launcher and B) how accurate can the starting point of particle be? Could I set it up in the case of the rocket launcher to be spawned out of the characters hand?

Any help would be greatly appreciated! ๐Ÿ™‚

amber arrow
#

I think you can even attach particle emmiter to exact bone

restive forge
#

@tawdry crater Hi, is SCR_MotorExhaustEffectGeneralComp currently borken? If i add my particles with this comp, i only can see the light reflecting on the vehicle, but no particles itself. If add the effect with SCR_HelicopterEffecrManager, they work fine.

tawdry crater
#

Maybe, just make a report on feedback tracker about it

chilly canopy
#

Any idea if prebaked vdb or more likely alembic caches for VFX will be able to be used in future releases?

frosty swallow
#

@silver schooner do you have a waterfall particle?

#

oh i found it, searched this discord

silver schooner
silver schooner
#

particles stop rendering once the emitter reaches certain velocity?

#

also particles set to local space emit in the direction of the parent's movement for some reason

silver schooner
#

also missing billboarding for prefab particles

bronze barn
#

Hello guys. Is it possible to set the air refraction effect on a 2d billboard?

north forum
tranquil dome
#

Hello, please tell me how to attach the sound of an explosion after destroying an object? only with a script or is it possible in another way?

hazy lynx
tranquil dome
amber arrow
quaint nebula
dense flume
#

because they look very crisp

dense flume
#

WHAT

#

the way they "fade out" is really cool

#

instead of just an image getting smaller, the width of each arc gets smaller instead

#

also wow

#

quick response time

#

is it just me or do reforgers effects feel... off

#

very smooth, but too smooth, ya know?

silver schooner
#

no idea what that means so probably just you

dense flume
#

yeah idk how to describe it

#

idk i feel like effects dont stay long enough nor do they have alot of volume

#

its just

silver schooner
#

no clue, make your effects how you want them

dense flume
#

ball of smoke that stays the same size but gradually gets more translucent

#

thats what explosions feel like for me

#

in reforger

dense flume
#

idk do a pass on every explosion n stuff etc

#

to make them last longer and "spread" more over time

silver schooner
#

hope you succeed, many folks have tried to make the game better but always made it worse instead

dense flume
#

many folks?

#

i seriously do not know anyone whose done that ๐Ÿ˜ญ

silver schooner
#

as far as reforger goes yes, since there's like 15 modders in this game

dense flume
#

idk ive never seen a mod that makes it worse

#

any examples?

silver schooner
#

its subjective but in my opinion all of them did

dense flume
#

anyways off to make blastcore reforged :P

dense flume
#

i dont see many effects mods in reforger.. at all

#

all they do is use the stock rpg explosion effect

silver schooner
#

either by making things less realistic or by disregarding performance

dense flume
#

the only mod ive actually seen using different effects is

#

yours

#

mine

#

and rhs

#

also i wish the particle editor had more features

#

especially looking at noise

#

and gpu particles

#

gpu particles could make sparks and dirt look so much better ๐Ÿ˜ญ

#

and noise too

silver schooner
#

why would they make them look better?

#

or how rather

dense flume
#

well

#

ok maybe not so much gpu particles

#

that would just allow me to add more small debris/dust

silver schooner
#

you mean like prefab particles?

dense flume
#

?

#

but noise could make smoke, dust and sparks feel more realistic as they dont just "choose" a direction to go and stay on it forever

dense flume
silver schooner
#

particle emitters can spawn prefabs that have a meshobject, you can use it to spawn 3d objects as debris

dense flume
#

no no no i mean gpu particles

#

like

#

normal particles are all on your CPU

silver schooner
#

simulation, not rendering, yes

dense flume
#

indeed

#

however all of that can be too much for the cpu

#

thats why the game lags n stuff

#

(plus overdraw

#

gpu particles offload the instancing to the gpu

silver schooner
#

damn I had no idea

dense flume
#

so they are completely on the gpu

#

you know squad right

silver schooner
#

that being said more particles does not automatically mean better

dense flume
#

i agree

#

but they can be sparks n stuff

#

they can actually like be used where there would actually be alot of "particles" in real life

#

i know squad uses them pretty nicely

#

all this falling debris are gpu particles

silver schooner
#

the only advantage is performance

dense flume
#

yeah

#

i cant be performant when im throwing around 100 of cpu particles for 1 hit effect

#

i can still be relatively performant when i throw 5 cpu particles and 95 gpu particles

#

i just think its really cool

#

i cant have this many sparks for a single explosion

#

well.. i can..

silver schooner
#

until you get your 15 bajillion gpu particles just do your best

dense flume
#

i do my best already

#

i think

#

sadly my best isnt very good :(

#

but yeah noise in particle movement would actually be fire

silver schooner
#

lack of gpu particles is not responsible for any possible skill issue

amber arrow
# dense flume

Thats are volumetric particles I guess. Reforger doesnt support volumetric

silver schooner
#

no way that dust cloud is volumetric lmao

#

u can see it has no volume

#

its a texture on a plane

#

at least the big cloud

amber arrow
# dense flume gpu particles could make sparks and dirt look so much better ๐Ÿ˜ญ

they will not look better only on gpu, without volumetric effects, but gpu particles support can make possible using hundreds, or even thousands particles at the scene without big performance issues. For example cpu has 12 cores/24 threads, in a ideal world enfusion will use all 24 threads with multithreading for rendering particles, which seems to be ok, but gpu has like 2000~ cores for dealing with it

amber arrow
silver schooner
#

btw the cpu doesnt render the particles, and the multithreaded cores are useless

amber arrow
#

collisions*

#

sorry

silver schooner
#

but gpu particles will help greatly with things that dont require much simulation

amber arrow
#

like dust, or any

#

gpu particles will be same as now but without "enable collision" button

silver schooner
#

I think explosions only do 1 decal now

amber arrow
#

Yes, they always was making 1 decal

silver schooner
#

but in any case I would love to see gpu particles even if they were very limited

amber arrow
# amber arrow

In this message the story was about decals on burnt/exploded vehicles

raw zephyr
#

Trying to get the "FlareEffect_40mm_M661_Green.et" to fall. There a flaremovement.ct, and I've played with those values but just stays in the sky. Looked at the ammo how it was built.

What is the trick to effect gravity on an object?

bronze barn
#

Hi guys. ะ ow to make particles rotate in a circle?

bleak robin
#

Were are you guys learning this stuff for particles I donโ€™t see any tutorials for this ?

hazy lynx
bleak robin
#

alrighty then time to learn the HARD way, again YEAHHHH!

steady mango
#

Anyone ever have an issue where particles will not spawn when out of view but when back in view they spawn?

steady mango
#

Resolution is setting UseFrameEvent to true if anyone is searching

dense flume
#

you can have a lot of gpu particles without much slow down

tawny relic
restive forge
tawny relic
#

hmm Im trying to add a water particle to a boat, I believe Ive bypassed the check for underwater but it's still not showing the water_hydrant.ptc. Figured the component worked fine for vanilla vehicles, so not sure why it doesn't seem to work in this case. Maybe something to do with the stages, IDK... ๐Ÿคทโ€โ™‚๏ธ

restive forge
#

i had the same problem with NavalVehicle and the particles.

tawny relic
restive forge
flint plinth
#

So I just started with particles. I added particle trace effect for missile. Currently it looks like the trail is very short, despite me setting particle lifetime to higher number.
Is this some kind of culling of the particles if missile is far from me?

silver schooner
#

I doubt you are hitting the 10k particles limit are you

flint plinth
#

I've set Max num to 1000, and Birth rate to 150. Even in Particle Editor if I move the emitter far enough it will cull the end of trail

flint plinth
half minnow
#

what would be the best way to handle a gas zone particle? Place multiple of the particles across the area, or some other way?

half minnow
#

I need something like the GenericWorldFogEntity, but have it contained to a limited space Hmm

half minnow
silver schooner
#

I used particles for my spawnable gas clouds

half minnow
silver schooner
#

Sure go for it, yes GMFX

dense flume
fading cradle
#

WATER FALLS A THING ?

pine fox
#

๐ŸฉธHey. What would be too much blood in Arma Reforger ?

Like for blood drop effects, hit effects etc. ๐Ÿฉธ

pine fox
dreamy sinew
pine fox
dreamy sinew
pine fox
#

Kinda dosent answer my question.
I know how to do it. But I donโ€™t believe that mod is the max limit of gore in the game.

What Iโ€™m searching for is the max allowed gore, blood, or even if characters get de limbed after explosions etc.

#

But appreciate your messages brother ๐Ÿ‘๐Ÿผ๐Ÿ˜Š

barren hedge
#

please don't make brighter muzzle flash in new patch...

true bear
#

Peak particle moment

half minnow
#

how bad is the fps

#

looks amazing though!

true bear
#

My recording was just lagging because of my ram

#

I had like 50 things opened

plush lake
#

Are there no tutorials on how to creat your own particals?

true bear
true bear
#

If anyone needs assistance in understanding them and the particle editor just dm me

plush lake
true bear
plush lake
# true bear Dissect vanilla effects to understand it

I believe it would be great if you could cover the basics of the particle editor, especially since you already seem to have a solid understanding of it. The wiki provides very little information on this topic, so a tutorial would be incredibly helpful. Given your familiarity with the editor and the awesome particles you've created, it would be amazing if you could share a video tutorial on its general usage

plush lake
# true bear

LOL i didnt see it at first but the guy doing looptiloops in a parachute ๐Ÿคฃ

fathom gale
#

@true bear hi, letโ€™s say I want to create a particle to create the effect of a rope thatโ€™s affected by the player and gravity and wind while a fast rope animation is played to exit a helo - is that possible?

true bear
#

You realistically can make rope in reforger yes. It would require some heft worky though

#

To even simulate the moment as a whole

fathom gale
#

But if I want a make believe visual effect to go with the animation - not real physics ?

true bear
#

Particles are not utilized for physics oriented objects like that

hazy lynx
#

I think he wants to fake a rope with particles.

fathom gale
#

Yepp

fathom gale
# true bear

So I have an animation that moves the player from the inside of a helicopter to the floor, I want to cast a fake rope to go with the animation instead of Idk animating a 3d representation of a rope

true bear
#

You could animate rope on vehicle exhaust in blender so input pushes it back

#

Kinda like how antennas work

hazy lynx
#

Or just create a physical rope

true bear
#

^

fathom gale
#

Got it - was just curious, thanks!

plush lake
#

I've created a sprite sheet for an explosion and then imported in as a material. How would i go about and create an explosion from that? do you have to creat an emitter for each image?

true bear
tawdry shuttle
#

Is the vfx in enfusion easy to get the hang of I really just need to do muzzle flashes and stuff

silver schooner
#

Yes

tawdry shuttle
true bear
# silver schooner Yes

I wouldnโ€™t say easy. You can give a dog a bone but you gotta teach him how to fetch. Thereโ€™s areas that are more art bent and require a little more tuning to get that crisp effect

zealous escarp
#

it's easy in the sense that you can see how every single vanilla particle effect was made and edit them to do what you want. Not so easy in the sense that the particle editor preview doesn't really do a good job of giving a good sense of scale or how it looks in the heat of battle

tawdry shuttle
true bear
#

Or any of the properties. If you put someone straight into that they are gonna sit there and play trial and error

#

This right here took me a bit

true bear
#

not for public release^

true bear
true bear
#

What a shocking surpriseโ€ฆ

dim zodiac
#

man the possibilities of modding in this game is out of this world, i don't know if i know any game that beats this rnn

silver schooner
#

eh

true bear
#

got fairly close

#

using all vanilla textures to do what i do im too lazy to make sprites when i have enough samples from bi in wb lol

#

to be fair the UAZ469 rust is from a lighthouse

rose elm
#

What is the specific command that calls a particle effect? I'm searching the API documentation but I havent' found it. What I want to do is set up an animation event that calls an emitter, attaches it to a bone, and then deletes it after a certain period of time.

jovial owl
true bear
bleak idol
#

Is this the correct channel to ask about configuring decal behaviour of projectiles?

rose elm
jovial owl
#

is there a way to trigger a particle effect depending on the weather state? I can not seem to figure it out.

true bear
#

Alright so Iโ€™m gonna explain something for everyone interest in particles and change your perspective on things

Particles can be used to animate prefabs more so you can animate things in a way to work instead of bringing in animations from blender that being say I wanted an orb to fly around I could just attach everything to a particle emitter. You can literally make scenic cinematic stuff purely from within you just gotta sit there for a few hours and indulge in it.

true bear
#

Wouldnโ€™t advise using (RPL on these objects)

#

By default all players should see particles regardless but fps does matter

deep dawn
dim zodiac
#

nah yall are making me wanna learn how to do particles now. Wtf is this, yall are on steroids ๐Ÿ˜ญ

jovial owl
silver schooner
#

This reminds me of something

#

Dang, over 2 years ago

jovial owl
#

Didn't even realize people were talking in that video, guess that's what I get for working while in discord๐Ÿคฆโ€โ™‚๏ธ

deep dawn
jovial owl
#

That and I'm still learning how to do them.

deep dawn
#

For sure takes a lot of time.

tawdry shuttle
true bear
#

Itโ€™s not easy when you get into the complicated level of things itโ€™s almost like art you gotta perfect it

true bear
#

engine constraints dont stop me

jovial owl
true bear
true bear
#

(Wish I could fling some limbs but respecting the ToS Iโ€™m gonna avoid dismemberment for the obvious reasons. Little chunks you see are just some decal emats on stone debris tried my best to keep it PG)

#

visual trick from further away

urban laurel
#

Is dismemberment strictly forbidden?

deep dawn
#

Somebody did like gib bits that's about as close as you can do i think

true bear
true bear
# deep dawn Yes

you cant have overly gorey images mine is all vanilla blood textures

marble trellis
balmy kelp
#

does anybody know how do this waterfall effect like seen on this map Ive been messing around with the particle editor and I cant figure it out. unless he is using custom particles

silver schooner
balmy kelp
#

thats a shame is Papa Ghost making a waterfall mod

#

I didnt see that clip that looks really good @jovial owl

neat cobalt
jovial owl
#

Been busy with life stuff and new work contracts so I haven't had enough time for squat lately.

balmy kelp
#

if youre busy I dont want to waste your time but I really hope that does become a mod

rose elm
#

Has anyone figured out how to trigger a particle effect exactly once without it starting/stopping the particle effect entirely?

true bear
#

Just use a trigger with a warhead

#

Or if youโ€™re wanting to do just a particle with one carry out turn off repeat in the right tab at the bottom in the P-Editor

rose elm
#

With that second option I wasn't able to trigger it to happen again.

What do you mean by a warhead?

elder sentinel
#

How do I edit these color values?

#

Double-click or hitting enter doesn't do anything

#

I mainly just want to make my water materials lighter on color so they're less effect by the sunlight

#

BC right now it's overly bright

true bear
#

And thatโ€™s not the override for them really you wanna change the texture colour itself in its emat

elder sentinel
#

Ah, okay

rose elm
true bear
#

Because you have repeat on

#

Dm me your PTC file and Iโ€™ll look at it when Iโ€™m home

rose elm
#

ok

little scarab
#

Guys, is it possible to make a beam from point A to point B via particles?

silver schooner
#

No, particles are not beams

silver schooner
#

Anyone got a tool that can help me translate cone angle to something more sensible like euler angles?

stray dome
silver schooner
#

All particles are planes

#

In Reforger

silver schooner
#

Lol prefab particles still dont billboard

silver schooner
#

Particles are not visible through glass if refraction is enabled

#

Just spent an hour making a shockwave sphere but I cant use it because Random Issue Number 89354

true bear
#

you can create functional beams with them but these arent the same as a laser

slow cairn
#

Any way to have particles affected by wetness?

silver schooner
#

Maybe prefab particles? I did not check tho

slow cairn
#

I mean scripting always works but no, in this case I am trying to make 2d particles not emit when ground is wet

silver schooner
#

Particle emitters can emit prefabs

#

I think it just uses the meshobject of a prefab

true bear
#

That including all components especially RPL

#

Which is bad

true bear
#

Like deactivate particles when it rains?

#

Like say thereโ€™s a butterfly flying and itโ€™s raining so he goes away

slow cairn
true bear
#

Youโ€™d need wetness modifiers so a prefab

#

Because particle emats canโ€™t run the modifier so youโ€™d have to use another class

#

Iโ€™ve done some experimenting and revealed the truth about emats and particles itโ€™s promising to create some unique stuff but the engine doesnโ€™t like it

slow cairn
#

yeah particle emats don't have anything related to that

#

so do you mean I would have to make a prefab and come up with a scripted solution?

true bear
glad lodge
#

Can someone help me with creating a partical that has a few different colors? I'm new to this element of the engine

silver schooner
#

color curve of a particle is somewhere near the bottom

glad lodge
#

Dope

#

Is there a Bohemia tutorial on this so I can make this effect have little to no impact on console?

silver schooner
#

What cpu and gpu do you have?

#

There are 3 LOD levels for particles so that's the first thing, you probably don't want to play all of the emitters when far away unless your particle system is super simple, the LOD sliders are on the list of emitters on the left

glad lodge
#

I don't know what the Xbox cpu and gpu have. I'm assuming lowest requirements to run arma

#

Custom AMD Zen 2 8 Cores at 3.6 GHz (3.4 GHz with SMT)

Custom RDNA 2 20 CUs at 1.565 GHz 4.006 TFLOPS

#

Thats the hardware in a series s

silver schooner
#

I'm asking what cpu and gpu do YOU have

glad lodge
#

5950x and 3080 TI.

silver schooner
#

Okay so if you have say 100 fps and you launch your particle emitter and you drop to 90 fps, the series s will drop from 30 to 28. Obviously this is an estimate.

glad lodge
#

Alright ill keep that in my notes

silver schooner
#

Vanilla effects are usually relatively efficient also

glad lodge
#

I need to make a custom one for this project unfortunately

#

Well a few custom ones actually

silver schooner
#

Yeah but I mean you can look at vanilla ones for inspiration on number of particles etc

glad lodge
#

Sounds perfect

silver schooner
#

Not possible for particle collisions to be using the collider of the prefab?

silver schooner
#

Sometimes particle effects dont work on client

quaint zephyr
#

Hi! Please tell me how to adjust the height of the smoke?

proper nymph
#

particle lifetime?

true bear
#

Change the very top y axis to desired height

#

Unless you want it as point velocity only changes speed to life times distance end location. And lifetime itself controls the length of the emitter itself which can extend range but it lengthens animations causing a stand still.

Combining velocity and life time can create sling shot effects.

#

Any other issues for anyone in this chat regarding PTC and The particle workspace DM me Iโ€™ll be your guide.

silver schooner
#

Does vehicle destruction particle effect not take orientation from the vehicle that spawns it?

silver schooner
#

How do I setup particle collision? The prefab only collides when its origin hits the ground, not the collider

tawdry shuttle
#

Anyone here able to help me make custom muzzle flashes and some other things possibly?

small hinge
#

Is it possible to make a particle effect attached to a certain point/bone of an ia character?

silver schooner
#

Hierarchy component alone should handle it I suppose

ancient wedge
#

can i emmit real projectiles with collision trigger from particle emmiter?

silver schooner
#

nuh uh

#

game master fx has a projectile emitter entity

true bear
true bear
#

Like do you want it to fire bullets?

#

That actually smack people

ancient wedge
#

yep

silver schooner
#

so for example you can spawn it and tell it to emit the projectile you want with a rate and cone angle

#

the cluster bomb uses it to fake the bomblets lol

#

if you want to do it without using dependencies then you'd have to script it

#

that being said I wonder what happens if you use a prefab of the emitter inside a particle system thonk

silver schooner
# true bear This just spits a tracer prefab

If you are going to ping me to correct me about my own mod at least make sure you got the correct information. I think you confused game master fx with bacon photo props which has a tracer emitter.

silver schooner
true bear
remote fox
#

Yo, anybody who knows how to make particles only play in nighttime? Maybe by script?

true bear
#

i have particles based on weather, and dynamic weather that actually kills/harms people i.e EVR Storm, Acid Rain.

#

im sure we can just get the in game time stamp and play them. or better yet bohemia has this for the moths on lamps already though im unsure its just by night and not just the light brightness

remote fox
#

Trying to add northern lights to my snow map, but it shows at daytime, really annoying and tried making a script but fuck, nothing works

true bear
#

Use PPE

#

just like how rain works

#

Or you could just make a map dome

#

With an animated texture

#

cough Namalsk Lantia*

silver schooner
#

Just script an emitter entity that plays/pauses based on world time

#

There is even a signal I think with world time

#

Dont remember

#

Without scripting it is quite difficult to implement such features, you can use AI to help you out a bit and as long as you dont entirely rely on it it should be fine (it works best when you already know programming otherwise you dont know where it does bad things and are more susceptible to releasing bad slop code)

true bear
silver schooner
#

Actually now that I think of it there is an effects component that can pipe a signal into particle emitter's birth rate in vanilla, I've used it before to add effects to vehicle engines

#

If there is a signal that increases at night then it can be done without any coding

#

Lol it can't use global signals

#

Disappointing

remote fox
#

Well idk scripting, so might be on deep water here lol

remote fox
silver schooner
#

Yeah there is a TimeOfDay signal that goes between 0 - 1 (midnight - midnight)

#

but it's a global signal and doesnt work in the effects manager

true bear
#

Better option

remote fox
#

Sad ๐Ÿ˜ช
Imma try remixing some texture and see if I can make it only emit light so it can only be seen on night times

#

He says it wont work because its a global signal

silver schooner
#

To be fair

#

If you have a particle emitter

#

With emission time set to uh

#

However long the day takes

#

Wait no people can add a time multiplier nvm

#

This is so unnecessarily complicated

silver schooner
#

Maybe you can do something with the ambient insects component, they have night time curves, but it seems like a hassle

remote fox
# silver schooner This is so unnecessarily complicated

Lol its really is
But I found a solution, adjusted the textures to really low black white colors and added it as a alpha channel making it nearly invisible during daytime and then turned up the emissive LV setting so it is visable at night - works pretty well

silver schooner
#

Fair

remote fox
#

just means its running constantly, so less performance friendly i guess - but appreciate the help

silver schooner
#

Eh it depends on how many particles and what size they are

#

And distance to camera

#

Disable all shadows on them too

wooden copper
silver schooner
#

Why are prefab particles not taking angles from the emitter offset angles omg

small hinge
#

Soooooooooooooi need help i guess, first i would love to underrstand why i can still see the rectangle of the textures of the smokes(looks kinda bad), second i would like to understand how can i position better the effect that follows my creature, third im trying to achive this typ eof effect where the smoke follows the creature but at the same time i dont want to stay persistent forever, but fade away after a while (obv for performance and gameplay) Anyone can help? Im still new with the particle effect, and sadly other than the wiki i didnt find the video bootcamp that maybe could help out a little bit. Thanks for everyone

hoary obsidian
#

Ok that's cool even if it's scuffed

true bear
#

Iโ€™ll take care of whatever needs to be done

tardy needle
#

Iโ€™m new here and want to know what improvements Enfusionโ€™s particle system has compared to Arma 3โ€™s. Does it still use sprites, or has it adopted new technologies like Volumetric Smoke? Is there any official webpage introducing this? I couldnโ€™t find one.๐Ÿค”

true bear
#

Unfortunately no it still uses sprites

#

As far as 3D particles go no

#

We have prefabs we can have as particles but itโ€™s not as great as having actual full fledged particles that can fill volume

tardy needle
#

"I noticed that, for example, the cruise missile explosion effect made by Red Hammer has a very realistic fireball, while the surrounding smoke clearly looks like sprites. Is the flame effect also made of sprites? But it feels much better than the flames in Arma 3.

true bear
#

Probably a combined amount of them and some other stuff.

#

I use EmberGen if I do any custom stuff.

#

Tbh with you I sample what BI provides and make art out of that

#

I am an enjoyer of using what we have

tardy needle
#

Also, I want to know if there is currently any API documentation for the particle system similar to what is introduced in the Arma 3 documentation. I couldnโ€™t find any. Or does Enfusion now completely rely on visual tools to create particles without using code?

true bear
#

Files are .PTC within Enfusion

#

Itโ€™s not exactly complex. But itโ€™s simple. Tbh there is no huge difference between it just more versatility

#

And obviously different engines

#

Enfusion is very lack luster for particles compared to unreal however for what the game is it works just fine we donโ€™t need no fancy fancy

tardy needle
true bear
#

Or would like to do

tardy needle
#

I agree, based on the particle effects Iโ€™ve seen so far, they are already good enough.

true bear
tardy needle
#

I want to find a way to bring the particle effects I made in Arma 3 over to Reforger, of course adapting them to Enfusion script code. But itโ€™s just an ideaโ€”I need to figure out if itโ€™s feasible.

true bear
#

Mmmmm the sprites would be fine. I would see if maybe as a last resort chat GPT can convert your particles into the enfusion PTC setup

#

That would probably be the most efficient way I havenโ€™t tried to transfer anything over by scratch

#

What kind of particles did you work on or effects?

#

Id say start with opening A3s in a text editor and looking at it and comparing it to ARF

#

Bruh

#

I think you should have an easier time here then

tardy needle
#

Anyway, I know the official has provided many Enfusion tutorial videos. Could you give me a link to one of the main videos that introduces the particle system? I havenโ€™t had time to watch them all yet.

true bear
#

I was personally going to make one. But my audio over recordings is garbo

tardy needle
#

You should make a video, man. I think everyone on this channel would want a tutorial like that. The new development tools in Reforger are way too complexโ€”itโ€™s like learning an engine like Unreal. Having an authoritative tutorial video could save beginners a lot of time.

true bear
#

It would i just need my audio to sort itself out

tardy needle
#

OK, I got to go. Looking forward to your video!

silver schooner
#

Will particles not rendering behind glass be fixed in reforger or is it more an arma 4 thing?

true bear
#

Likely not

true bear
#

Did these before work today

#

Screen lasts a minute

#

May make it significantly less like 45-50

#

But it should fade enough to be almost gone by 45

#

Particle effects also make for some good photos

mint night
true bear
mint night
#

Ok thank you. this looks amazing

small hinge
#

How can i change this?

silver schooner
#

bottom left, switch tab to emitter curves

small hinge
small hinge
#

So im working on a vfx for a portal and i was wondering since its a static mesh, i noticed that obv as normally it should be the particle effect follows my character, but i was wondering if its possible to make it "static oriented" otherwise as you will see in the video will look rly strange to see the effect rotating around thanks

silver schooner
#

there are some billboard controls in the particle editor

small hinge
silver schooner
#

something liek this would be cool with a rendertarget and a different world on the other side

small hinge
silver schooner
#

fake world I mean, the game would probably crash 5 different times if you tried to make people able to cross into the world

true bear
#

Use that as particle prefab or object prefab to create the illusion

#

Or Iโ€™ll just make one and send it here i think Iโ€™ll do just that

#

Easier then walking you through it

#

This is the least expensive way of creating the illusion of a portal

#

Anything else would be creating a fake render instance.

#

I do warn you if you stare at this to long it will hurt your brain.

true bear
#

this should help you

small hinge
# true bear

Thanks mate, once Iโ€™m home today Iโ€™ll check it out ๐Ÿค™

true bear
#

The emitters are set up almost the same way I use for SRF for my portal but you can play around with it. As far as that emat goes to you can play around with the values

amber arrow
#

I think explosion blast trigger doesnt triggers on contact with vehicle, it seems that blast trigger doesnt interact with any dynamic object? And "particle oriented" still doesnt work(

true bear
amber arrow
#

and you can see here that particle oriented doesnt works (blast effect are always spawns upwards), I made a ticket for this like a year ago

silver schooner
#

turn on explosion debug, blast (or impulse?) is yellow

amber arrow
silver schooner
#

gamecode > damage > explosion > explosion diag something like that

amber arrow
#

Thanks, but it doesnt show any needed info

#

I think for some reason blast_trigger doesnt interact with dynamic objects

amber arrow
#

here you can see sphere (blast trigger) with a long life time and it passed thru btr without collision and spawning effect and it spawn effect of dirt blast under btr

true bear
#

Also @amber arrow welcome back

#

Did not know this was you until your name changed

#

The blast triggers not having collision is a bi product of what I said above. The biggest issue overall right now and it sucks for people who make armored vics. Have you gotten around to finding out 40mm goes right through the LAV lol

#

The entire crew is not protected. And one RPG will obliterate it and its crew

#

There is a mod that takes corrective measures by fixing this but I do not know the extent that it does or the innards of it

silver schooner
#

arent those blast triggers visuals only?

true bear
# silver schooner arent those blast triggers visuals only?

Triggers are spacial entity queries, Iโ€™m assuming the blast triggers create the explosion when collision is detected when it makes contact with an entity (point of collision) within the sphere whenever it makes contact and inserts the blast damage/effect however I think in this case and especially vehicles this is happening on the other side of the collider because of the pass through.

#

The same logic of using triggers is applied to the rotor was trigger when a heli is flying over the ground

#

Same thing different output/reason