武装突袭3

武装突袭3

Emitter 3Ditor
211 条留言
Raavolk 10 月 17 日 上午 5:45 
this mod just wiped out my whole scenario because of it's tutorial, and because auto-save was active, I cannot undo this.
namenai 2024 年 8 月 31 日 下午 11:54 
The goated mod has an update :praiseKeke:
h-  [作者] 2024 年 3 月 16 日 下午 11:29 
Shows up for me when I test that.
I didn't pack the whole thing, just did the cloudlets part.

At first didn't show up but skipWhenMissingDependencies = 1 was causing that because didn't have ACE running.
Overlord Zorn 2024 年 3 月 14 日 下午 3:41 
ill try again with no other mod? i can send link to github for the configs maybe you can spot sth
h-  [作者] 2024 年 3 月 8 日 上午 10:44 
That is strange. Last time I added CfgCloudlets they did appear in the tool
Overlord Zorn 2024 年 3 月 3 日 上午 10:20 
hm. They dont but they still dont show up.
h-  [作者] 2024 年 3 月 3 日 上午 7:48 
If they use simple expressions as some of the values the tool skips them, otherwise they should show up.
Overlord Zorn 2024 年 3 月 3 日 上午 5:01 
can confirm, clip board export still works as config class

question: i added a couple of classes to cfgCloudlets but they do not show up in the Emitter 3Ditor. Is there a way i can preview and finetune custom made cfgCloudlets?
I am inheriting already from the cfgCloudlets >> "Default" class.
Overlord Zorn 2024 年 2 月 26 日 下午 2:13 
will check and come back (if i dont forget :D)
h-  [作者] 2024 年 2 月 26 日 上午 7:54 
Right, seems that exporting as config does cut off for particle emitters :(

The same stuff is saved to your clipboard as well so you should be able to just paste the export into a text file, which should work..
Overlord Zorn 2024 年 2 月 25 日 上午 6:11 
Hi, i was trying the export config feature but i think it gave me an incomplete output.

class particle_emitter_0: Default
{
interval = 0.004;
circleRadius = 0;
circleVelocity[] = {2,2,2};
particleFSNtieth = 16;
particleFSIndex = 0;
particleFSFrameCount = 32;
particleFSLoop = 0;
angleVar = 0;
particleShape = ""\A3\data_f\ParticleEffects\Universal\Universal"";
particleType = ""Billboard"";
[...]
randomDirectionPeriodVar = 1;
randomDirectionIntensityVar = 2;
coreIntensity = 0;
coreDistance = 0;
damageTime = 0;
damageType = """";
angle = 0;
position[] = {0,0,0};
1:10:14 "

====== Emitter 3Ditor EMITTER PARAMS END ======


"

I feel like this is cut off, or am i miss-interpretating this?
h-  [作者] 2024 年 2 月 2 日 上午 8:40 
Yes, there are a couple of different ways. Look at the sections 'export/import' in the documentation [emed.ofpec.com].

But they should move with the vehicles if you attach them to one, unless that has broken down at some point.
FunkWolfie 2024 年 1 月 31 日 下午 5:59 
is it possible to use the effects via scripts for moving vehicles
namenai 2023 年 11 月 8 日 下午 1:23 
A very good mod
little andy 2023 年 8 月 24 日 下午 3:20 
sometimes a bit janky, but definitely one of my favourite tools after growing on me
Overlord Zorn 2023 年 8 月 4 日 上午 9:26 
Im amazed this got updated. Great Tool, Thanks a lot for your work. Highly apprechiated :)
The Ultramarine 2023 年 1 月 21 日 下午 7:30 
Nevermind I just needed to read your Tutorial sorry LOL!!!
The Ultramarine 2023 年 1 月 21 日 下午 5:33 
Here's a question that I needed to ask but I am sorry I wasn't clear in what I asked. So in the simple scene video, I see that you made two emitters form a composition I know how to make a composition in game but not the way you did it, where the names of the emitters were stacked on top of each other in an orderly fashion. This is still hard for me to explain because I still don't have the words but I hope you know what I mean with what I have posted above.
namenai 2022 年 12 月 20 日 上午 7:34 
Just gotta say big fan of this mod it first came out
h-  [作者] 2022 年 10 月 22 日 上午 3:38 
The unclickable UI should not happen anymore since the recent updates, weird if it still does.
Maybe try the 'repair mod' option in the game launcher to see if that helps.
Swif† ୨୧ 2022 年 10 月 21 日 下午 11:11 
Hi, I really like your tool, and I wish I could make better use of it, but I seem to be having two issues.

One is the unclickable UI one. I tried entering the code you mentioned earlier this year in the debug console, but that doesn't seem to fix it.

The second is that particles get "stuck" and fail to follow the position of the emitter in the editor. This seems to be resolved by loading the mission as a preview and going back to the editor, but then the unclickable UI thing happens...

Any ideas? Thank you for your work btw. I appreciate it.
h-  [作者] 2022 年 10 月 11 日 上午 10:22 
No, you need the mod to be able to load the scenario into the editor, otherwise instead of the effects you only get the 'question mark boxes'. And if you do something to them like delete them and save the next time you open it with the mod the effects are broken.

Compositions never crossed my mind, not sure if they even were a thing originally when I first started to dev this thing. So unfortunately presets would be the only way to go.
That is pretty limited of course.
I'll try to see whether I can do something with compositions.

I'll look into that light preset problem. Already found a couple of more problems as well, basically each time I launch the thing after an update something very obvious is broken..
Fuzzle 2022 年 10 月 11 日 上午 8:05 
As an aside, with the ability to play scenarios without the addon loaded, are you able to load the scenario up in the editor without it, or will that remove the particle emitters?
Teamson 2022 年 10 月 11 日 上午 6:50 
Thanks, this is a blessing for us mortals who arent able to proberly work with particles.
Fuzzle 2022 年 10 月 11 日 上午 5:08 
Is there any easy way to either save a set of emitters (light and particle) as a composition, or quickly copy a few different emitters to duplicate them all somewhere else? I've got an object that has several particle and one light emitter(s) placed on it, and I'm planning on having a whole bunch of them about. Is there any way around needing to recreate them all/pull them all from presets?

Unrelated, but there seems to be an issue saving light emitter presets. For whatever reason, I can't edit the name/description, which means I can't save it.
Davidaf 2022 年 9 月 16 日 上午 10:17 
Thanks for the reply.
I mean, the mission does work but the light emitters that were working before are not working anymore without touching the pbo(as it was on a dedicated server).
The mission was ready except some tfar radios I forgot to add, I went to add them and realized the mod wasn't working properly and I couldn't reapply the emitters, so I decided to give the previously tested mission another final test and maybe play the mission without the fixed radios. But this time the light emitters didn't work. So I'm at a loss here on what to do or how to fix it. Any help would be greatly appreciated.
h-  [作者] 2022 年 9 月 16 日 上午 7:43 
Wasn't even aware of such command :steamfacepalm:, no idea if it works with emitters because they aren't really normal objects. It's possibe that particles have some hardcoded distance limit though..
Fuzzle 2022 年 9 月 16 日 上午 5:20 
Is there any way to apply the setFeatureType command to the particle emissions? I'm trying to set up some massive smoke plumes which are visible inside of view distance, but don't require a massive object distance.
h-  [作者] 2022 年 9 月 16 日 上午 4:47 
As usual seems that there's some bug in the mod when using lights as "attribute emitters". Who would have guessed...

That obviously has nothing to do with the mission suddenly not working, that is pretty weird indeed.
Davidaf 2022 年 9 月 11 日 上午 4:25 
I don't know what changed since the last arma update but this mod is not working for me anymore, both when I try to create new emitters via the atributes tab for an object and also when loading a previous version of the mission pbo that was working, the lights are not there while playing it. This was a mission tested on a dedicated server and worked flawlessly before but now there are no emitters at all, without having touched the pbo in the server.

Any idea why this could be happenning?
h-  [作者] 2022 年 8 月 28 日 上午 2:26 
Any CfgCloudlets/Lights class that uses simple expressions as values can't be used with the setParticleXXXX commands, which is why they're missing.

They are a part of some complex effect and they basically require an object from which they get the "special variables" used in those expressions.

IIRC back in the day I tried replacing some of those expressions with some default values (0 or 1, [0,0,0] etc) but that would only result in most of the effects sort of working. So decided not to include them.
NikkoJT 2022 年 8 月 26 日 下午 12:09 
It seems like there are some particle types missing from this that would be useful to have, for example the various WaterSplash classes.
h-  [作者] 2022 年 4 月 29 日 上午 9:50 
Not entirely sure what you mean (didn't even know you could use these as compositions..), but I assume you mean a group of effects?

The tool doesn't offer any way to do that other than grouping emitters together but will be on top of each other (like fire, sparks + smoke) and not some sort of composition of effects.
The group can be saved as a preset (assuming it's not bugged too)
The Ultramarine 2022 年 4 月 27 日 下午 5:14 
How do you group the emitters into a composition without having to save the composition?
✠ DFSpecter 2021 年 12 月 7 日 下午 8:26 
NICE
h-  [作者] 2021 年 11 月 3 日 上午 5:19 
@GoingDark
If you mean direction of travel that's affected by the move velocity parameter ([x, y, z]).

If you'd like to turn the actual fire particle to "point" somewhere, AFAIK that's not possible.
You can only change the initial creation angle with the angle parameter but it's still randomized by the game.

You can turn 3D particles (spaceobject) because those accept direction vector as angle. Just realized though that my editor is "surprisingly" bugged on that part..
Scared? 2021 年 10 月 31 日 下午 12:40 
Hi
how to change the direction of fire?
Ben Martin Box 2021 年 10 月 18 日 上午 8:28 
Hi h-,

Yes, indeed, the "Repair" option did the trick.
Thank you very much.

Stay safe.
h-  [作者] 2021 年 10 月 17 日 下午 10:04 
Odd, not aware of any changes in 2.06 that might cause this.
Seems to work fine on dev branch (which is currently 2.07.something). Unfortunately I can't test 2.06 stable because I have insufficient storage space to install it.

Have you tried repairing the mod (there's an option for that in the game launcher), it might help?

Ben Martin Box 2021 年 10 月 17 日 下午 8:42 
Hello h-,

Thank you very much for sharing this awesome tool.
I would like to use it very much unfortunately when I try to invoke the Emitter 3Ditor (using the shortcut Ctrl+Alt+E or the Eden Editor menu), it shows a message (on the top bar) informing "Emitter 3Ditor:Ready" but the Emitter 3Ditor UI interface is not available, so I can't configure or create emitters.
I believe that I'm doing everything right... am I missing something?

My PC specifications:
Windows 8.1 x64 - DirectX 11
16Gb RAM.
nVidia GeForce GTX 1080 - 8Gb.

Arma 3 (latest version) 2.06.148221

Any help or tips to solve this issue would be very much appreciated.
Thanks.
Predator14 2021 年 9 月 15 日 上午 9:28 
bug bug bug, comapt MP ? spark eletrical effect ?
STARMAN 2021 年 9 月 2 日 上午 8:13 
@h-
That did it, thanks. :FIA:
h-  [作者] 2021 年 9 月 1 日 下午 10:49 
@STARMAN
Oops, completely forgot to include a delete function..
Assuming you're using the "attribute emitters" you can delete them with {deleteVehicle _x} forEach (objectname getVariable ["hneg_emed_thisemitters", []] apply {_x # 0})
STARMAN 2021 年 9 月 1 日 下午 12:15 
How can I delete the emitter mid-game, via a trigger and stuff (without deleting the whole object the emitter is attached to)?
Dedmen Miller 2021 年 6 月 1 日 上午 5:36 
FYI Arma 2.06 adds scripted directional lights ;)
Hernán 2021 年 4 月 12 日 上午 8:42 
Ahh, ok. Thanks h-
h-  [作者] 2021 年 4 月 11 日 上午 2:47 
Fire is not visible at night, it needs a separate light source to make it visible.
Hernán 2021 年 4 月 10 日 下午 3:06 
Hi, I got a problem with the emittor, I put an object and then I put a medium_destruction_fire and if its on night, It doesn´t work, it works only at day light... Why is it that?
h-  [作者] 2020 年 12 月 18 日 下午 11:19 
Depends what you mean.
Emitters set into the mission should work in MP.
This mod is NOT required to play the mission in MP (or SP).

If using Zeus and wanting to be able to interact with the emitters the one being Zeus needs to run the mod (no idea if server too though, MP is not something I know a lot about); Zeus can move, delete and turn emitters on/off (emitters must be enabled for Zeus).