#enfusion_particles
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why the decals of hits look different in the game and tools (better in tools)
Looks the same to me, just different lighting 
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
I mean like normal map for decals doesnt work in game, like they are 2d, nor 3d
what do you mean? there seem to be partial shadows on the decal, which will only happen if there is normal mapping
even in tools sometimes normal map doesnt work for decals
1st pic 2d (broken), 2nd is right
video example here, u can try it in ur tools. Sometimes it works properly, sometimes no, restart helps
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
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
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
yes, it would be weird if you couldnt save your particle systems
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
sure you can, make a prefab out of a particle emitter entity
@silver schooner Can you add those prefabs to a prefab? Kind of defeats the purpose if you can't do that
yes! any entity can be saved as a prefab
so, create your emitter in world editor, then drag it into the resource browser and there's your prefab
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.
particle editor saves particle effects, you need an emitter entity to play it in the world
also I like the project name
so you'll assign your particle effect to your emitter entity
or whatever entity type it is that is supposed to play it
if it's a warhead, it will have the particle effect in one of the effects in its components
so you need to override the warhead, slapping your glorious effects in it
I can be more precise if you tell me which effect you'd like to replace
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
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
or you can have the individual parts of your effect as separate particle systems and spawn multiple emitters at a time, though that may not be very efficient
Where do I request a feature?
testing stun grenade particles (loud sound warning)
tested this enough times to give myself a migraine 
Affects AI?
yes but not very good
Its something, great work!
Wow, really good
to make it more annoying I also decrease aim sensitivity, as you can see when I try to turn back
but that might be too annoying
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
for AI until I find a better way I just disable their guns
they also try to run away so maybe I can just make them move slower
but this isnt really a good channel to discuss scripts
the sparks are nice tho
Nice! But i think more sparks and slightly improved smoke will be better!
yes, but I want it not to cut people's fps in half
it's supposed to stun not blow up an xbox
well the grenade did crash the game at one point
thats a fatal grenade then
unfortunately, it crashed it for both the person throwing it and the person being stunned
cursed grenade
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
unfortunately for me the grenade caused the game to crash exactly the moment you try throwing it
missing animation bones for pin animation?
Probably
also probably not the right room
that probably too ๐
Any way to make sprites not be locked to front facing?
disable billboarding
the loadout cloth component has material overrides, but they don't seem to always work
they update when I change something in the component, but then load the world again and it's back to its original material
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
just an update on this that to avoid this headache I've configured all my override items to use prefabs with changed materials in meshobject instead of the material overrides in the loadout cloth component
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?
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
Can i do this on override hit effects?
hm dont think you can plug prefabs into gamemat hit fx config
the problem is that i need to override all of buldings and walls and etc. and change it manually
bro its a brick just use 1
how?
you can slap your particle fx inside an override of a .gamemat (I think)
yes, but i can only duplicate it file and then override all mats and etc and put my file inside manually
and it has only one possible .ptc(
oh no u cant override these? ๐ฆ
sounds like something for the feedback tracker
maybe you can override the ptc itself?
yes, ptc can be override
thats how i made betterhits
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?
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
I would wait until this is officially implemented
Arma 4 it is I guess
I didn't even know decals work on water
Neither did I
particle restitution doesn't seem to work against the ocean
I think you can make a .ptc file with splashes and add it as a hit effect (not for an explosion for warhead) for a projectile on water
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
like a leaking pipe or something?
Exactly
no, but it should be very easy to make
I don't know I've never done
are there any other "basic" effects you'd like to see? if we can gather a few I might make a pack
Yes, I was thinking of this:
- stream fall effect (not waterfall)
- water droplet with the sound of falling drop
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
Yes yes of course the particles don't make noise, and the sound must be added afterwards, after maybe it is possible to sync the sound of the drop with the particle
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
unless you do something clever like use triggers to start/stop the emitters and the sound scripts
Yes or as you say, leave a fathom in the background, for me it is not disappointing
Do you have a way to do it? And to put it in your effect package available on the wrkshop?
I'll try in a few hours
you are the Holly Bacon
as you want
hoping to get it done by sunday
Nice
something like this?
Oh yes
I can't really play sounds when they hit the ground though
and an ambient sound?
hopefully
I am seeing "SCRIPT (E): Entity is already deleted" when I have an emitter entity that is set to Delete On Finish
don't think I can get it up by tomorrow, I got 7 crashes today just working on materials and it's getting really tedious
Yes no worries, same on my side with the models...
@silver schooner How are you doing with the water drops?
too many crashes for me to work on this for now, need a break
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
Yes you surprise me, I have the same with the world editor...
yesterday I got a crash while I wasn't even working on anything, was making instant noodles
is workbench telling me to go on a diet?
No, it's telling you not to ignore it and doing something else.
im sorry workbench 
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 canโt get the particles to align to the second barrel
Honestly all that would need to happen is the particle emitter would play again but offset by the second barrels offset
each barrel could have its own emitter? not sure how to set this up tho
It seems wasteful because why would you have more than one barrel but not allow for particles if you dont fire them in tandem
I don't think there are weapons with multiple muzzles in the game yet so until there is one we have no template
There is barrels implementation on muzzle component
Does anybody know if the Re-Light mod By @storm stratus works for Community servers ?
yea it does, we used it for the airport and it worked well it did have a few glitches where you would be flashed randomly while flying/driving
We try to use it earlier today it was installed but it didn't work is there another way to fix that?
no clue, iโm not the one that added it onto the server the COL did
iโm just now learning how to code stuff so i can make a chinook
I am not maintaining my Re-Light mod anymore and I think the most recent update broke it. The devs have shown that they will be doing lighting in a future update though, so it's just a matter of time
Cool thank you for reaching out for me at least
@storm stratus your ship mods are pretty cool keep up the good work man
@storm stratus do you plan on making an American Iowa class battleship?
it's in the works
I can't wait for it it's going to be great
I'm making a white phosphorus grenade, is it possible to make a spark with an additional smoke emitter of its own?
yes
How would I go about doing it?
particle emitter can stack, if you edit the effect you can add more on the left side somewhere
Not quite what I was after, but I figured it out - made a prefab with its own particle emitter class
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?
what's the difference
in xplanes? they got better fps than using billboards
were they gpu particles?
i thought particles use sprites ๐ค
usually, yes, in a way they are billboards
the reason I ask is if you go from something like cpu billboards/particles to gpu particles then you get instant performance benefits
interesting. reading about it this seems to be not exclusively a yes/no question (can be stages in between) https://www.genericgamedev.com/effects/cpu-vs-gpu-particles-from-20-to-200-fps/
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.
flak is certainly possible with current particle limit
btw how is it setup that smoke blocks AI perception?
like is there a checkbox somewhere?
ah Occlusion parameter in the emitter
Can we have different explosion effects based on material that was hited? Like for bullet impacts
Is there a way to limit the bounds of a pe? For instance keeping them within a ScriptedGameTriggerEntitys trigger box?
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
fps is lower when you are closer to them when they are bigger
take more space on screen
also resolution of texture, they might have MIPs that are used when in LOD1?
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
each MIP I believe is half the resolution
I don't know if particles have them though
i will check, thank you!
is there a way to randomize chance of particle emitting in general?
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
does birth rate RND only go upwards?
Gpu particles please
There are greatest assets for particles and best particle editor, but we cant use all potential with low fps
They may be limited somewhat due to console hardware, but I agree, performance would be better if it was gpu based.
well, lower end hardware benefits much more from gpu particles than higher end hardware
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
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
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.
DO you call TurnOn on your effect, probably yes right ? Also you can use debug menu to see particle emitters, so you can if something is emitting or not
By TurnOn, are you talking about scripting the effect in, or using the exhaustEffectComponent in the prefab?
There is a script method, which is TurnOn, that you should call when you turn on the engine probably
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
How can I make particles go towards the middle point (origin) of the particle system instead of going away from it?
perhaps spring?
I don't know how to control the angle with spring so that it faces the center though
and also I think you can't spawn particles on the surface of the sphere, it's always a volume
๐ฎ spring is perfect
Yeah and no min volume either ๐ฆ
Is that actually possible?
How expensive are particles? Would GPU particles less expensive?
I really would like to use more particles, but if the FPS is bad, I dunno :S
GPU particles are less expensive but more difficult to implement, for example unreal engine manages to simulate 10x as many particles at a time without performance loss when they are running on the GPU rather than the CPU, but GPU particles in Unreal are less interactive with the game
Is there a component to attach a particle emitter to a projectile?
rockets should have particle emitters
The do have the rockettraceeffect, but unfortunately that relies on the rocketmovement component
you can attach it as child in world editor, but it has problems that in some cases it will appear even in magazine for example
Thank you, I might have to create a new component it seems, but I'll try your suggestion first!
for ref see vanilla campfire prefab, i guess there something like "SCR_ParticleEmitter" comp
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
the one in rpg7 emits fine, the one in my ptc does not emit at all with same birth rate settings
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
Can you report it on feedback tracker, please?
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?
changing color using this color button on the right crashed workbench (but cant reproduce now)
If you have this error "The effect is outdated", just open your particle in particle editor, and resave it. Then everything should be fine
I went ahead and did that and created over rides for any particle mods I had. It cleared out the errors on the Eden Editor log console, however on the live server they're still occurring. Any ideas?
My thought process was it was flagging the errors from each unit, per player. Running up to 4 groups was fine, but once I hit 5 the stall errors started to happen and the AI started becoming unresponsive
those warnings are local so shouldnt matter
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?
hows the future of particles looking?
gpu particles? yes/no?
even limited functionality/no collision or something
was the limit on particles increased?
looks like its 10240 on my pc, how big is it on xbox series s?
Any word if prebaked alembic caches will be able to be imported?
I believe overriding .gamemat's is in!
Does anyone know how i could attach a particle to a prefab a character is holding?
for example, im trying to make it so when you turn a "flashlight" on it spawns fire on it, like a handheld torch
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.
Yeah, thats what i though, im just unsure how to attach the particle
Isn't it just a component? I'm actually also looking into this today for my Molotovs.
@tawny relic You beat me to it lol
I'm gonna do them too
[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));
}
@tawny relic Here's a snippet to get you started.
oh sick! Thanks a ton! ๐
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. 
what's wrong with this particle system that makes it despawn immediately on a dedicated server but not in workbench/peertool?
for comparison this ptc works correctly
it despawns/doesnt place when I place a SCR_ParticleEmitter entity as game master with the Fire ptc as the particle system
I forgot to post this, this is an example prefab that I use with the two ptcs
please tell me it's some easy fix bug 
made a ticket https://feedback.bistudio.com/T174893
https://youtu.be/rUzxsmf8dLg i wonder is it some kind of engine bug or i did something wrong
in your Particle Effect Entity there is a checkbox that determines whether to wait to render particles until they are visible in camera or not
im using hitEffectComponent on warhead for this
aaand i dont see what you mean
It's a setting in the Particle Effect Entity that replaces SCR_ParticleEmitter
there is no Particle Effect Entity or SCR_ParticleEmitter
i guess im doing smoke the wrong way?
maybe its easier to spawn prefab in warhead that has particle effect
and avoid using particle effect in warhead
not a lot of setting here
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
yes, but this default behavior is not acceptable in this case
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?
perhaps
I wanna see this
one sec
ok situation is even worse
warhead was doing literally nothing lol
i replaced it with empty prefab and i still have smoke
this is what spawns particle
aaaand same nothing
I tested my theory and it didnt happen ๐ฆ as in the particles worked correctly
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
nice, what was it?
sweet
Tell me how to make Tracer Parctical constantly activated, if you look at the video, out of 40 missiles only 2-3 are without Tracer animation. It's completely random
someone from BI forgot to clear Explosion_Ammo_Rack_Large particle on exp
debug balls
ah thats what i saw on heli destruction ๐
made a new particle fx
guys do yoy know if enfusion engine support to do some uv mapping animation to make some fx like blood pool
look at water and Cloth (Flags) and Rivers maybe ?
yes. i think we can use the flipbook to realize a dynamic bloodpool
is there a wiki article on the new fun particle stuff? for example sub effects and particle contact components
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?
maybe it gets deleted on projectile impact? edit: nvm i have no idea of projectiles ๐
Could someone from BI check this crash log? eafbdc60-f9ce-417e-b6fc-a5fd1775c6bd
my smoke grenade particle crashes game afte 1.0 update
and i have no idea whats happening
Crash is in character animation component. So likely not related to your smoke grenade?
the animation went up in smoke
Its the same kinda thing as here #reforger_servers message
Is it possible for us to debug crash logs like this? How do you take a crash guid and determine the failure point?
No
where is AI perception defined for smoke particles?
I would love to have 100% repro crash for this one
So if you have. Please send me the mod
whhhat???
if you have some time and patience, download rhs, Open in WB
override t14 turret prefab and enable disabled tucha weapon component
this is easiest one
repro:
- sit in t14 as gunner
- select tucha smoke launcher slot 3
- launch full stack (just hold fire button)
- kabum
i can send you prefabs
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?
i think reforger ' hit reaction is too simple. even no blood decal...
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.
DM me, i can guide you if you want
adding lifetime rnd produces artifacts with lifetime alpha
ie. the lifetime alpha seems to remain the same despite different lifetime of the particle, so it might disappear abruptly instead of fading out
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
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
Sort of, the collision is not physically accurate for meshes but for particles like spheres it's enough
Was it your the mod with the particle effects for the waterfalls?
Yes ages ago
I really love it. Any chance of getting back?
How can visibility for AI be configured for particles? Apparently AI can see through my avalanche clouds.
I think its some occlusion setting in the material
Hmm, it's in units % per meter. What does partial occlusion even mean? Does it delay enemy perception or what?
I guess I'll just go with the 12 %/m that I found for the smoke grenade emitter.
Is there a way to disable frustum culling on particle emitters?
Use Frame Event (or something like that) on the particle effect entity
is there any way to have a particle effect play one time and trigger at my Fire_Last event?
i cant edit the boolet particle prefabs ๐ข
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
you need to override or duplicate or inherit it
i did, but i will try again
ok i got it working, must have been a one off thing
If you will need any help, feel free to dm me anytime
how can i get this particle to trigger for the clip on just the last shot
do weapons with tracers throw a different shell? you could use the same logic
They do not
I haven't tried this but I imagine you can trigger a particle via an animation event
So your firelast animation would have an event that would (by a script or something) trigger the particle
Similarly to how they trigger sounds
I thought so too so I poked around but couldn't find an example of an event calling for a particle
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
somebody should make a particles tutorial.
What do you want to know how to do?
Id love to know why SCR_BaseEffectManagerCompnent does not turn off particle effects after turning them on at the required parameter
does anybody know if we can have volumetric particles or effects?
I tried this but it's really bad for FPS ๐คฃ
and doesn't look too good
Anyone knows how to reduce the size of the flames and the amount of smoke?
Edit the particle effect
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
I halved those values and the effect is already visibly smol
I don't know how
lol
Im in the particle editor but i can't find mine lol
Can't see my project lol
nevermind I had to change it from STANDARD to PREFAB
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
whats the name of the tap i need in order to change the shape of it ?
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
okay. thanks
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
Is particle oriented in ParticleContact component doesnt work or i do something wrong?
Bug report for not working features (Particle oriented and First contact only) in SCR_ParticleOnContactComponent
https://www.youtube.com/watch?v=OxNgU-DwnRg
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
.gamemat files
Could someone please help me create this particle effect, it will make it llok sooo nice. Could someone help me with that please?
Check how its done in RHS for T14 armata
Yeah just load RHS into your workbench and you can open up the particle effect for firing and see how it's done
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

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
Probably a bug. Reported here, but this one ingame in game master. https://feedback.bistudio.com/T181490
this is so Skibidi
my idea is that
if
hit effects = big = felt supression is bigger
obviously kinda have to look good too
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
How do you spawn your particle ?
on the projectile's Projectile Effects -> SpawnParticleEffect
can you make it so if the bullet bounces the effect is smaller? or less smoke?
I dotn think so
If BI had seperate effects for that maybe
unlucky
i would do that if I could
๐ป
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
rip discord compression
imo the animation for the dust cloud is a little bit too slow but in general looks great
also yes guys i do take feedback
incase you guys ever see any problems or really wanna see something done
The idea of making water waves longer looks awesome!
thanks
Itโs beautiful I think the only thing I would personally tweak is how white it is, I would make it more grey but looks really good (:
Already fixed in the next update
Just need to fix some other stuff and ill ship it
@amber arrow could I ask you how you made caliber depending particle effects? are they simply scaled or a whole new arangement of particles?
I just override high caliber bullets prefabs and adds additional (non surface depending) big impact particles
BHE 2.0 update for Arma Reforger Experimental
yes thats what wi just saw
we arma reforgiing
mod is done
on the workshop named refx
still wip but "done"
small clip where the blood puffs are nicely visible
Amazing work on the mod I definitely think itโs one of my favorites now, bravo (:
sehr sehr schรถn
thank you lol
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
i need this
Can i give the particle a damage effect?
Whats wrong with Particles with offset greater 100 or lower -100? They just flicker and the particle number changes super fast from 0-1 
some kind of max/kill height?
You can has
ReFX on workshop
Also do recommend to your friends KEKW
are you sure the animation time isn't set to something like 0.001
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 theyโd 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
Lower emission value and make the particles bigger
Id also move the alpha graph around so it begins more transparent and doesnt get as opaque
yea, it works fine at 100 but 101 offset breaks
i had similar issues when i messed with the animations timing
id reckon floating point but i dont know
think you could guide me?
Is it possible to attach a sound with a particle, or would i have to do this via script?
yes see how casings are done
will have a look thank you โค๏ธ
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
Woah, maybe caliber based effects
Tested already
ah no, it is for mlee
Does someone know how to add more attributes here, so I can make different particles for .gamemat?
I don't think you can, it's a sealed class.
I think its parameters are not implemented in script
banana
need same with baguettes
One thing Iโve 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.
huh
idk
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! ๐
You can make position as accurate as you want, any orientation etc. Not sure how to make particle appear while reloading anim, nut im almost sure that it is possible without scripts
I think you can even attach particle emmiter to exact bone
@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.
Maybe, just make a report on feedback tracker about it
Any idea if prebaked vdb or more likely alembic caches for VFX will be able to be used in future releases?
@silver schooner do you have a waterfall particle?
oh i found it, searched this discord
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
also missing billboarding for prefab particles
Hello guys. Is it possible to set the air refraction effect on a 2d billboard?
You would need to set the physics stuff in the particle pretty much to 0.0
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?
Its configured in one of those components...
Please tell me which ones? I tried a lot and couldn't find how to do it
you need to use sound event "SOUND_EXPLOSION" in trigger comp and have an acp file you want in sound comp
Thanks for all your work
are you using 3d models or are those textures?
because they look very crisp
textures, I used them for this weapon and vehicle effects
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?
no idea what that means so probably just you
yeah idk how to describe it
idk i feel like effects dont stay long enough nor do they have alot of volume
its just
no clue, make your effects how you want them
ball of smoke that stays the same size but gradually gets more translucent
thats what explosions feel like for me
in reforger
i know im planning to like
idk do a pass on every explosion n stuff etc
to make them last longer and "spread" more over time
hope you succeed, many folks have tried to make the game better but always made it worse instead
as far as reforger goes yes, since there's like 15 modders in this game
its subjective but in my opinion all of them did
anyways off to make blastcore reforged :P
idk what you mean by all of them ๐ญ
i dont see many effects mods in reforger.. at all
all they do is use the stock rpg explosion effect
either by making things less realistic or by disregarding performance
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 ๐ญ
and noise too
well
ok maybe not so much gpu particles
that would just allow me to add more small debris/dust
you mean like prefab particles?
?
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
wdym
particle emitters can spawn prefabs that have a meshobject, you can use it to spawn 3d objects as debris
simulation, not rendering, yes
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
damn I had no idea
that being said more particles does not automatically mean better
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
the only advantage is performance
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..
until you get your 15 bajillion gpu particles just do your best
i do my best already
i think
sadly my best isnt very good :(
but yeah noise in particle movement would actually be fire
lack of gpu particles is not responsible for any possible skill issue
Thats are volumetric particles I guess. Reforger doesnt support volumetric
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
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
yes, dust cloud is 2d sprite
btw the cpu doesnt render the particles, and the multithreaded cores are useless
but gpu particles will help greatly with things that dont require much simulation
like dust, or any
gpu particles will be same as now but without "enable collision" button
I think explosions only do 1 decal now
Yes, they always was making 1 decal
but in any case I would love to see gpu particles even if they were very limited
In this message the story was about decals on burnt/exploded vehicles
Graphic settings:
"High" preset + FSR On
2560x1440 Resolution
PC Specs:
(Latest windows and GPU driver update)
RTX 4060Ti
Intel Core I5 13600k
32gb DDR4 3200Mhz RAM (16, 20, 20 timings)
Game installed on Nvme SSD PCIe 4.0
Overall, FPS in game with many/a lot of particles at scene
significantly drops, especially when using zoom in vehicle
scop...
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?
Hi guys. ะ ow to make particles rotate in a circle?
Were are you guys learning this stuff for particles I donโt see any tutorials for this ?
Most of us have learned everything the old fashioned way.
alrighty then time to learn the HARD way, again YEAHHHH!
Anyone ever have an issue where particles will not spawn when out of view but when back in view they spawn?
Resolution is setting UseFrameEvent to true if anyone is searching
yea
you can have a lot of gpu particles without much slow down
Has this been resolved? I've been playing with that component for the last day or two
Dont know, i written my own Comp. because i cant get it to work
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... ๐คทโโ๏ธ
i had the same problem with NavalVehicle and the particles.
Did you ever file a feedback tracker ticket for that? If not, I suppose I'll make one whenever I get the time.
Nope, i just written a small component to spawn the particles i need
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?
I doubt you are hitting the 10k particles limit are you
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
Known issue
Ok thanks
what would be the best way to handle a gas zone particle? Place multiple of the particles across the area, or some other way?
I need something like the GenericWorldFogEntity, but have it contained to a limited space 
is it possible to do such a thing? Or is there a better way to do so? Fog seems locked behind the engine so I can't really do anything with it
I used particles for my spawnable gas clouds
which mod is this in? GMFX? I wanna see how you arranged it, if that's okay
Sure go for it, yes GMFX
10k particle limit for a 2023 game (if i remember correctly) is CRAZY
WATER FALLS A THING ?
๐ฉธHey. What would be too much blood in Arma Reforger ?
Like for blood drop effects, hit effects etc. ๐ฉธ
Yes. You can do waterfalls
Thatโs more a terrain thing
Anyone ? Guys
Are you still looking?
Just a little, wanted to know the limits
You can look at this mod. Called "Improved Blood Effect"
Kinda dosent answer my question.
I know how to do it. But I donโt believe that mod is the max limit of gore in the game.
What Iโm searching for is the max allowed gore, blood, or even if characters get de limbed after explosions etc.
But appreciate your messages brother ๐๐ผ๐
please don't make brighter muzzle flash in new patch...
Not even effected
My recording was just lagging because of my ram
I had like 50 things opened
Are there no tutorials on how to creat your own particals?
I will be creating one soon.
All particle related just to show whatโs capable or has been done by myself.
If anyone needs assistance in understanding them and the particle editor just dm me
Im not sure whats easiest to make, but i really wanna make new explosion effects. But have 0 clue on the parasitical editor. You mentioned you might make a video tutorial. If i could request maybe that for the first tutorial? how to make explosion effects ๐
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
LOL i didnt see it at first but the guy doing looptiloops in a parachute ๐คฃ
@true bear hi, letโs say I want to create a particle to create the effect of a rope thatโs affected by the player and gravity and wind while a fast rope animation is played to exit a helo - is that possible?
Thatโs not particles thatโs all physics
You realistically can make rope in reforger yes. It would require some heft worky though
To even simulate the moment as a whole
But if I want a make believe visual effect to go with the animation - not real physics ?
What effects do you need for a ropeโฆ itโs a rope
Particles are not utilized for physics oriented objects like that
I think he wants to fake a rope with particles.
Yepp
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
Yeah regardless particles ainโt the region that would work for this
You could animate rope on vehicle exhaust in blender so input pushes it back
Kinda like how antennas work
Or just create a physical rope
^
Got it - was just curious, thanks!
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?
Is the vfx in enfusion easy to get the hang of I really just need to do muzzle flashes and stuff
Yes
alr so i guess ill try it out then
I wouldnโt say easy. You can give a dog a bone but you gotta teach him how to fetch. Thereโs areas that are more art bent and require a little more tuning to get that crisp effect
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
Yea I didn't know how to do literally anything in there tbh
Different shade options. Also it doesnโt teach you textures and lifetimes
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
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
eh
eh
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
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.
isnt one i just attached a prefab to player upon activation
Is this the correct channel to ask about configuring decal behaviour of projectiles?
I was able to attach one to my weapon using the base slot component
is there a way to trigger a particle effect depending on the weather state? I can not seem to figure it out.
Alright so Iโm 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.
Teaser that I shouldnโt show you but hey hereโs a good example
Wouldnโt advise using (RPL on these objects)
By default all players should see particles regardless but fps does matter
Very creative use of the tools. Love it.
nah yall are making me wanna learn how to do particles now. Wtf is this, yall are on steroids ๐ญ
Wow that's loud๐คฃ
Didn't even realize people were talking in that video, guess that's what I get for working while in discord๐คฆโโ๏ธ
You should put it on the workshop. Looks dope!
was thinking about making a bunch of environmental particle effects and putting them up. I'm just contrained on time rn and map building
That and I'm still learning how to do them.
For sure takes a lot of time.
I still haven't figured out the particle system tbh I need to tho cuz I need to make some muzzle flashes for my mod
Itโs not easy when you get into the complicated level of things itโs almost like art you gotta perfect it
(Wish I could fling some limbs but respecting the ToS Iโm 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
Is dismemberment strictly forbidden?
Yes
Somebody did like gib bits that's about as close as you can do i think
yes
you cant have overly gorey images mine is all vanilla blood textures
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
It was this probably, the waterfall mod is long dead tho #enfusion_particles message
thats a shame is Papa Ghost making a waterfall mod
I didnt see that clip that looks really good @jovial owl
Itโs a shame ๐ญ
I can help you sometime today?
Been busy with life stuff and new work contracts so I haven't had enough time for squat lately.
if youre busy I dont want to waste your time but I really hope that does become a mod
Nah I'm free in like 4hrs
Will be on in a min
Has anyone figured out how to trigger a particle effect exactly once without it starting/stopping the particle effect entirely?
Yes
Just use a trigger with a warhead
Or if youโre wanting to do just a particle with one carry out turn off repeat in the right tab at the bottom in the P-Editor
With that second option I wasn't able to trigger it to happen again.
What do you mean by a warhead?
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
Bottom left
And thatโs not the override for them really you wanna change the texture colour itself in its emat
Ah, okay
Specifically, I'm trying to spawn a magazine prefab for a tactical reload animation. I had it working by starting and stopping the particle, but it doesn't count against the "maximum magazine" correctly and it would just delete the prefab when the next one was spawned. If I didn't do this, it would constantly shit out magazines once the particle emitter was there.
ok
Guys, is it possible to make a beam from point A to point B via particles?
No, particles are not beams
Anyone got a tool that can help me translate cone angle to something more sensible like euler angles?
is it possible to do this in reforger? like make the FX all 2d planes
Lol prefab particles still dont billboard
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
technically yes
you can create functional beams with them but these arent the same as a laser
Any way to have particles affected by wetness?
Maybe prefab particles? I did not check tho
I mean scripting always works but no, in this case I am trying to make 2d particles not emit when ground is wet
Particle emitters can emit prefabs
I think it just uses the meshobject of a prefab
Unfortunately it uses the entire prefab
That including all components especially RPL
Which is bad
What exactly do you mean by this
Like deactivate particles when it rains?
Like say thereโs a butterfly flying and itโs raining so he goes away
Make dust particles look different when the ground is wet.
Youโd need wetness modifiers so a prefab
Because particle emats canโt run the modifier so youโd have to use another class
Iโve done some experimenting and revealed the truth about emats and particles itโs promising to create some unique stuff but the engine doesnโt like it
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?
you couldnt script a a 2d emat to be wet i dont think that would work it would just be shiny
Can someone help me with creating a partical that has a few different colors? I'm new to this element of the engine
color curve of a particle is somewhere near the bottom
Dope
Is there a Bohemia tutorial on this so I can make this effect have little to no impact on console?
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
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
I'm asking what cpu and gpu do YOU have
5950x and 3080 TI.
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.
Alright ill keep that in my notes
Vanilla effects are usually relatively efficient also
I need to make a custom one for this project unfortunately
Well a few custom ones actually
Yeah but I mean you can look at vanilla ones for inspiration on number of particles etc
Sounds perfect
Not possible for particle collisions to be using the collider of the prefab?
Sometimes particle effects dont work on client
particle lifetime?
Change it from point to ellipse
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 Iโll be your guide.
Does vehicle destruction particle effect not take orientation from the vehicle that spawns it?
How do I setup particle collision? The prefab only collides when its origin hits the ground, not the collider
Anyone here able to help me make custom muzzle flashes and some other things possibly?
Is it possible to make a particle effect attached to a certain point/bone of an ia character?
Hierarchy component alone should handle it I suppose
can i emmit real projectiles with collision trigger from particle emmiter?
This just spits a tracer prefab
What are you trying to achieve entirely Iโll see whatโs feasible
Like do you want it to fire bullets?
That actually smack people
yep
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 
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.
there are those blast trigger prefabs I wonder how those work, maybe you could use those as base to simulate a projectile that you can use in the emitter without use of dependencies, but the randomness in the spread may not be deterministic in multiplayer
Since when did GMFX have a bullet emitter?
Yo, anybody who knows how to make particles only play in nighttime? Maybe by script?
yes
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
Thats pretty sick, cool it can harm ppl lol
Oh i see, did you use something based on the moth to make this or?
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
Nah
Donโt use particles for that
Use PPE
just like how rain works
Or you could just make a map dome
With an animated texture
cough Namalsk Lantia*
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)
What I just told himโฆ
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
Ill look into that thanks
Well idk scripting, so might be on deep water here lol
Damn, was hoping I could avoid scripting but ill see if I can find a workaround - thanks for the help tho
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
Go with bacons signal setup
Better option
Sad ๐ช
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
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
Maybe you can do something with the ambient insects component, they have night time curves, but it seems like a hassle
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
Fair
just means its running constantly, so less performance friendly i guess - but appreciate the help
Eh it depends on how many particles and what size they are
And distance to camera
Disable all shadows on them too
Remind me to put shadows on tracers when I start doing weapons ๐
Why are prefab particles not taking angles from the emitter offset angles omg
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
Ok that's cool even if it's scuffed
Dms
Iโll take care of whatever needs to be done
Iโm new here and want to know what improvements Enfusionโs particle system has compared to Arma 3โs. Does it still use sprites, or has it adopted new technologies like Volumetric Smoke? Is there any official webpage introducing this? I couldnโt find one.๐ค
Volumetric whatโs that? Jk
Unfortunately no it still uses sprites
As far as 3D particles go no
We have prefabs we can have as particles but itโs not as great as having actual full fledged particles that can fill volume
"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.
Yes
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
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 couldnโt find any. Or does Enfusion now completely rely on visual tools to create particles without using code?
Likely on the BIS
The wiki
You can use code
Files are .PTC within Enfusion
Itโs not exactly complex. But itโs 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 donโt need no fancy fancy
I found this page https://community.bistudio.com/wikidata/external-data/arma-reforger/ArmaReforgerScriptAPIPublic/interfaceSpawnParticleEffect.html but itโs different from the original Arma 3 particle system documentation. There are no usage examples at all, and I donโt know where to start. Are there any articles with code usage examples?
What are you trying to do exactly?
Or would like to do
I agree, based on the particle effects Iโve seen so far, they are already good enough.
I mean so far so good Iโve done quite a bit of work with it so far
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 itโs just an ideaโI need to figure out if itโs feasible.
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 havenโt 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
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 havenโt had time to watch them all yet.
Tbh with you I donโt think there is one. I learned it independently with no help
I was personally going to make one. But my audio over recordings is garbo
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 complexโitโs like learning an engine like Unreal. Having an authoritative tutorial video could save beginners a lot of time.
It would i just need my audio to sort itself out
OK, I got to go. Looking forward to your video!
Will particles not rendering behind glass be fixed in reforger or is it more an arma 4 thing?
Itโs an engine rendering thing
Likely not
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
Oh shit that is SICK. Are there any tutorials/bootcamp vids to make something similar?
No but Iโll have stuff soon
Ok thank you. this looks amazing
How can i change this?
bottom left, switch tab to emitter curves
thanks
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
there are some billboard controls in the particle editor
thanks, didnt know the word of it
something liek this would be cool with a rendertarget and a different world on the other side
no idea what is a rendertarget, but the world thing could be insane, and probably with a custom scenario you could do that already easly, what would be great is that if you were able to do it in all types of scenario with just a huge prefab i would say.
fake world I mean, the game would probably crash 5 different times if you tried to make people able to cross into the world
Get a material set it to PBRGlass fill it out like you would normally a glass texture and go to height map add your world image and add chromatic intensity/aberration and then you have a fake world display
Use that as particle prefab or object prefab to create the illusion
Or Iโll just make one and send it here i think Iโll do just that
Easier then walking you through it
@small hinge
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.
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
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(
You think or know. Otherwise any HE or projectile effect would not work in game
I know it, here is video example (Metal blast exaggerated for showcase), - effect on btr/lav is Explosion_VOG25.ptc which is spawning always and contains blast triggers spawn, and no any blast effect is visible, you can see how blast metal looks on building I was shooting
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
turn on explosion debug, blast (or impulse?) is yellow
Where I can find explosion debug in menu?
gamecode > damage > explosion > explosion diag something like that
Thanks, but it doesnt show any needed info
I think for some reason blast_trigger doesnt interact with dynamic objects
Here you can see that blast trigger is spawning and have collision with BTR but still doesnt spawn blast effect
the white sphere is blast trigger
Woah I think I found what problem was, blast triggers doesnt have collision with vehicles/dynamic objects
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
Traceless explosions have been an issue recently
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
arent those blast triggers visuals only?
Triggers are spacial entity queries, Iโm 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
hmm strange

