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ped_ui [2021/11/28 15:20] hnegped_ui [2024/08/31 08:24] (current) – [Export/Import] hneg
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   * **//BounceOnSurface//**:\\ Randomizer value for the [[ped_ui#basic_params|Basic Params]] bounceOnSurface.\\ Interpolates a random value between it and this. Data type is number.   * **//BounceOnSurface//**:\\ Randomizer value for the [[ped_ui#basic_params|Basic Params]] bounceOnSurface.\\ Interpolates a random value between it and this. Data type is number.
 ===== Circle ===== ===== Circle =====
 +{{:008_ped_circle.png|}}
 +Parameters you would apply to a particle emitter with the [[https://community.bistudio.com/wiki/setParticleCircle|setParticleCircle]] scripting command.
 +
 +  * **//Radius//**:\\ The radius of the circle created on the emitter position, in meters. The circle center is the emitter position.\\ Data type is number.
 +      
 +  * **//Velocity//**:\\ Velocity vector along the circle disc defined with Radius.\\ Velocity is transformed (I guess vector magnitude is calculated) and added to total velocity determined by move velocity in [[ped_ui#basic_params|Basic Params]] and [[ped_ui#random|Random]].\\ Data type is array (of numbers).
  
 ===== Damage ===== ===== Damage =====
 +{{:009_ped_damage.png|}}
 +Parameters which you would apply to particles with the [[https://community.bistudio.com/wiki/setParticleFire|setParticleFire]] scripting command.
 +
 +  * **//Damage type//**:\\ Type of damage to inflict, //Fire// is only one available though.
 +      
 +  * **//Core intensity//**:\\ Damage intensity in emitter center (position). Seems to be some sort of coefficient of some value determined in the damage type somewhere in the bowels of the game engine.\\ Data type is number.
 +      
 +  * **//Core Distance//**:\\ Distance from the emitter center to receive the damage defined by Core intensity. In meters. Data type is number.
 +      
 +  * **//Damage Time//**:\\ Interval to inflict the damage in. 1 means once a second, 0.5 two times a second, and so on. Data type is number.
 +      
  
 ===== Special ===== ===== Special =====
 +{{:010_ped_spec.png|}}
 +Perhaps a bit dumb name for this leaf but whatever, this houses a few special attributes.
 +  * **//Die out//**:\\ Same as with the [[attributes|Attribute Emitters]], this is a timer in seconds, after which the given emitter (or emitter set) will be deleted.\\ The time starts from the moment the emitter starts emitting. The deleting will be instant, the emitter will NOT wind down gradually.\\ Data type is number.
  
 +  * **//Follow objectHide//**:\\ This is the same as with the [[attributes|Attribute Emitters]]. Will make the emitter(s) follow the objectHide "status"  of the object (hidden or not with obj objectHide true/false) the emitter is be attached to (if any).\\ <WRAP important>Made optional because starts a looping script on each object this is used with.</WRAP>
 +
 +  ** **//Import modules//**:\\ If the scenario in question has BI Particle effect module(s), this button becomes active.\\ By pressing this button you can import the module(s) into the tool. Note that the module is deleted from the scenario once it has been imported. The module is replaced with an emitter.\\ You can then edit those emitters the same way you can edit the emitters placed with ``INSERT``.
 +  .. Related to this, if this tool is running and you load a scenario into the editor which has the BI particle effect module(s) present the tool will ask whether you want to import them. More on this covered in [[ped_examples#import_module|Particle Editor Section -> Examples -> Import Module]]
 +
 +  * **//Enable for Zeus//**:\\ Toggle selected emitter/emitter set as editable by Zeus. When enabled will show up for all Zeus’ in the scenario as editable object. See more details on dedicated section [[zeus|Zeus Interaction]].
 +      
 +  * **//Only for Zeus//**:\\ Limit the selected emitter/emitter set as editable to only the given Zeus, or given multiple Zeus'. Enter the variable name of the Zeus module(s) here. If multiple Zeus' used separate names with a semicolon (no spaces!!), like: ??Zeus1;Zeus2;Zeus3??\\ See more details on dedicated section [[zeus|Zeus Interaction]].
 +      
 +  * **//Particles//**:\\ Available only when running the [[https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe|diagnostic exe]] of the game. On/off switch for the "Particles" [[https://community.bistudio.com/wiki/diag_enable|diag_enable]].
 +      
 +  * **//Particle Names//**:\\ Available only when running the [[https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe|diagnostic exe]]. On/off switch for the "ParticleNames" [[https://community.bistudio.com/wiki/diag_enable|diag_enable]].
 +      
 ===== Export/Import ===== ===== Export/Import =====
 +{{:011_ped_export.png|}}
 +Export is here if for some reason need to cook up parameters and paste them into a script instead of just placing them with this tool into the scenario. It’s is possible if you need to have the emitters do something specific with an object other than just stay on it.
 +
 +To export in config/description.ext format press and hold down ``CTRL`` on your keyboard when pressing the **//Export//** button.
 +
 +Import stands for "pasting" parameters from a script "into" the emitter placed with this tool.
 +In here you can also save and load your own parameter presets.
 +
 +  * **//Clear//**:\\ Pressing this button will clear all data from the export fields.
 +
 +  ** **//Export Sqf/Cfg//**:\\ Pressing this button will export the parameters shown on the "export data fields" onto the clipboard for pasting into a separate script/text file. The parameters are pasted exactly as they’re shown on the fields. By default exports in sqf format, by holding down ``CTRL`` while pressing this button will export in config format.
 +
 +  ** **//Export current only//** checkbox:\\ If this is checked the export button will export only the parameters shown on the fields, if it is unchecked export will export parameters for __//all emitters in the scenario//__.\\ Exclude light emitters means that if checked and you are exporting a set of emitters which includes a light emitter its parameters won’t get exported, as in export particle parameters only.      
 +  .. The horizontal list of particles below the "export fields" relates also to the emitter sets. It lists the emitters in the selected emitter set.\\ {{  :scroller.png  |}}\\ With this list you can scroll through the individual emitters in the given set, the “export fields” showing the currently shown emitter’s parameters.
 +  .. Lock export fields disables the "auto-filling" of the export fields when selecting emitters. Handy if you wish to "paste" parameters into several different emitters/emitter sets for example. Or are just annoyed by the auto-filling..
 +
 +  *  **//Paste Params//**:\\ If you have some favorite particle params in some scripts of yours you can use this to "import" them into the emitters placed via this tool.\\ Just copy/paste the appropriate params to their places on the "export fields", place down a particle emitter and press **//Paste Params//**. The emitter should receive these params and start emitting according to them.\\ You can then edit them further with this tool if you wish.\\ <WRAP important>NOTE that obviously the parameters have to be valid, no expressions of any kind are supported.</WRAP>
 +
 +  * **//Save Preset//**:\\ Pressing this opens a separate sub leaf in which you can save the current selected emitter/emitter set as a preset.\\ {{:011_ped_export_savepre.png|}}\\ Name is required, description is optional. Description is useful to for example noting how many emitters a set of emitters needs if the preset is saved as a set. The description will be shown as tool tip when hovering over the preset name in the Load Preset dialog.\\ Save set as preset does what it says, if you want to save the whole emitter set (if one is selected) as a preset check this box.\\ <WRAP important>NOTE that when saving sets as presets importing them requires equal amount and equal types of emitters placed as a set in the same exact order as the saved preset set was.
 +NOTE that when loading a single emitter preset you can only load particle presets "into" a particle emitter.</WRAP><WRAP tip>Keyboard shortcuts:
 +``ENTER`` = Save
 +``ESC`` = Back
 +</WRAP>
 +
 +  ** **//Load Preset//**:\\ Opens up a separate sub leaf for "loading" particle presets into emitters.\\ {{:011_ped_export_loadpre.png}}\\ Presets which are emitter sets are in red color so as explained above they will need the same amount of emitters and same exact types in the same exact order in a set to load into.\\ So let’s say the set you save as a preset has two particle emitters and a light emitter; particle_1 – particle_2 – light_3.\\ To load that preset into a set the set must consist of particle emitter – particle emitter – light emitter.
 +  .. You can also delete unwanted presets here, just select the preset you want to remove and press Delete.\\ <WRAP tip>Keyboard shortcuts:
 +``ENTER`` = Load
 +``ESC`` = Back
 +``DELETE`` = Delete
 +</WRAP>
ped_ui.1638112816.txt.gz · Last modified: 2021/11/28 15:20 by hneg