{"name":"ParticleTemplates","title":"ParticleTemplates","type":"topic","url":"https://community.bistudio.com/wiki/ParticleTemplates","revid":349730,"updated":"2023-11-20T22:09:55Z","aliases":[],"markdown":"> [!CAUTION]\n> This information is **obsolete** as of Arma 2 v1.00. Reason: For later titles (Arma 2, Arma 3), see Particles Tutorial - Full examples.\n\nListed on this page are several basic particle effects, that can be used as they are, or as templates for further customization.\n\nTo use these examples a variable named `_OBJ` has to exist, which points to an in-game object (a Game Logic, for example) to define the location of the effect.\n\n```sqf\n_OBJ = GameLogicOne;\n```\n\nIn addition, a particle source has to be defined:\n\n```sqf\n_PS = \"#particlesource\" createVehicleLocal getPos _OBJ;\n```\n\nAfter this the following commands can then be used.\n\n### BIS Burning Vehicle Fire Look-Alike\n\nThis one requires 3 particle sources, 1 for the fire and 2 smokes. They should all be attached to the same object.\n\nFire:\n\n```sqf\n_PS1 setParticleCircle [0, [0, 0, 0]];\n_PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0];\n_PS1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 2, 6], \"\", \"Billboard\", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, \"\", \"\", _obj];\n_PS1 setDropInterval 0.03;\n```\n\nSmoke Part 1:\n\n```sqf\n_PS2 setParticleCircle [0, [0, 0, 0]];\n_PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_PS2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 0, 1], \"\", \"Billboard\", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, \"\", \"\", _obj];\n_PS2 setDropInterval 0.5;\n```\n\nSmoke Part 2:\n\n```sqf\n_PS3 setParticleCircle [0, [0, 0, 0]];\n_PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_PS3 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, \"\", \"\", _obj];\n_PS3 setDropInterval 0.25;\n```\n\nContributor: ColonelSandersLite\n\n### Fire\n\n```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0.2, [1, 1, 0], [2, 2, 1], 0.2, 0.2, [0, 0, 0, 0], 0, 0];\n_PS setDropInterval 0.05;\n_PS setParticleParams [[\"\\ca\\data\\ParticleEffects\\FireAndSmokeAnim\\FireAnim\", 8, 2, 7], \"\", \"Billboard\", 1, 1, [random 0.5, random 0.5, 0], [0, 0, 2], 1, 1, 0.9, 0.3, [4,6],[[1,1,1,0.7],[1,1,1,0.5],[1,1,1,0]], [0,1], 1, 1, \"\", \"\", _obj];\n```\n\n```sqf\n_PS1 = \"#particlesource\" createVehicleLocal getpos _obj;\n_PS1 setParticleCircle [0, [0, 0, 0]];\n_PS1 setParticleRandom [0.5, [1, 1, 0.4], [0, 0, 4], 0, 0.5, [0, 0, 0, 0], 0, 0];\n_PS1 setDropInterval 0.01;\n_PS1 setParticleParams [[\"\\ca\\data\\ParticleEffects\\FireAndSmokeAnim\\FireAnim\", 8, 2, 1], \"\", \"Billboard\", 1, 2, [0, random 0.5, random 1], [0, 0, 1], 10, 1, 0.9, 0.3, [1],[[1,1,1,0.5],[1,1,1,0.2],[1,1,1,0]], [0.5,0.5,0], 1, 1, \"\", \"\", _obj];\n```\n\nContributor: **Lost [OTK]** (simplified, full version [here](http://www.flashpoint.ru/forum/archive/index.php/t-43552.html))\n\n### Floating orb\n\n(this one is actually pretty useful for figuring out the shapename and associated numbers you want)\n\n```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];\n_PS setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [6, 6], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [1], 1, 0, \"\", \"\", _OBJ];\n_PS setDropInterval 3.0;\n```\n\nContributor: ColonelSandersLite\n\n### Heavy Oily Smoke Small\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.05;\n```\n\nContributor: ColonelSandersLite\n\n### Heavy Oily Smoke Medium\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Heavy Oily Smoke Large\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 6], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.1, 0.1, 0.1, 0.8], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Light Wood Smoke Small\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.5, 0.5, 0.5, 0.15], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.05;\n```\n\nContributor: ColonelSandersLite\n\n### Light Wood Smoke Medium\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.5, 0.5, 0.5, 0.3], [0.75, 0.75, 0.75, 0.15], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Light Wood Smoke Large\n\n```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.5, 0.5, 0.5, 0.5], [0.75, 0.75, 0.75, 0.25], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Mixed Smoke Small\n\nThis one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.2, 0.2, 0.2, 0.45], [0.35, 0.35, 0.35, 0.225], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.1;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite\n\n### Mixed Smoke Medium\n\nThis one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.2;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.2;\n```\n\nContributor: ColonelSandersLite\n\n### Mixed Smoke Large\n\nThis one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\ca\\data\\particleeffects\\fireandsmokeanim\\smokeanim.p3d\", 8, 1, 6], \"\", \"billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.2;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\ca\\data\\particleeffects\\fireandsmokeanim\\smokeanim.p3d\", 8, 3, 1], \"\", \"billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.2;\n```\n\nContributor: ColonelSandersLite\n\n### Rock Shower\n\n```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0];\n_PS setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\Pstone\\Pstone.p3d\", 8, 3, 1], \"\", \"SpaceObject\", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1], [1, 1, 1, 1], [1, 1, 1, 1]], [0, 1], 1, 0, \"\", \"\", _OBJ];\n_PS setDropInterval 0.04;\n```\n\nContributor: ColonelSandersLite","sections":[{"heading":null,"level":1,"markdown":"> [!CAUTION]\n> This information is **obsolete** as of Arma 2 v1.00. Reason: For later titles (Arma 2, Arma 3), see Particles Tutorial - Full examples.\n\nListed on this page are several basic particle effects, that can be used as they are, or as templates for further customization.\n\nTo use these examples a variable named `_OBJ` has to exist, which points to an in-game object (a Game Logic, for example) to define the location of the effect.\n\n```sqf\n_OBJ = GameLogicOne;\n```\n\nIn addition, a particle source has to be defined:\n\n```sqf\n_PS = \"#particlesource\" createVehicleLocal getPos _OBJ;\n```\n\nAfter this the following commands can then be used."},{"heading":"BIS Burning Vehicle Fire Look-Alike","level":3,"markdown":"This one requires 3 particle sources, 1 for the fire and 2 smokes. They should all be attached to the same object.\n\nFire:\n\n```sqf\n_PS1 setParticleCircle [0, [0, 0, 0]];\n_PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0];\n_PS1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 2, 6], \"\", \"Billboard\", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, \"\", \"\", _obj];\n_PS1 setDropInterval 0.03;\n```\n\nSmoke Part 1:\n\n```sqf\n_PS2 setParticleCircle [0, [0, 0, 0]];\n_PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_PS2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 0, 1], \"\", \"Billboard\", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, \"\", \"\", _obj];\n_PS2 setDropInterval 0.5;\n```\n\nSmoke Part 2:\n\n```sqf\n_PS3 setParticleCircle [0, [0, 0, 0]];\n_PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];\n_PS3 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, \"\", \"\", _obj];\n_PS3 setDropInterval 0.25;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Fire","level":3,"markdown":"```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0.2, [1, 1, 0], [2, 2, 1], 0.2, 0.2, [0, 0, 0, 0], 0, 0];\n_PS setDropInterval 0.05;\n_PS setParticleParams [[\"\\ca\\data\\ParticleEffects\\FireAndSmokeAnim\\FireAnim\", 8, 2, 7], \"\", \"Billboard\", 1, 1, [random 0.5, random 0.5, 0], [0, 0, 2], 1, 1, 0.9, 0.3, [4,6],[[1,1,1,0.7],[1,1,1,0.5],[1,1,1,0]], [0,1], 1, 1, \"\", \"\", _obj];\n```\n\n```sqf\n_PS1 = \"#particlesource\" createVehicleLocal getpos _obj;\n_PS1 setParticleCircle [0, [0, 0, 0]];\n_PS1 setParticleRandom [0.5, [1, 1, 0.4], [0, 0, 4], 0, 0.5, [0, 0, 0, 0], 0, 0];\n_PS1 setDropInterval 0.01;\n_PS1 setParticleParams [[\"\\ca\\data\\ParticleEffects\\FireAndSmokeAnim\\FireAnim\", 8, 2, 1], \"\", \"Billboard\", 1, 2, [0, random 0.5, random 1], [0, 0, 1], 10, 1, 0.9, 0.3, [1],[[1,1,1,0.5],[1,1,1,0.2],[1,1,1,0]], [0.5,0.5,0], 1, 1, \"\", \"\", _obj];\n```\n\nContributor: **Lost [OTK]** (simplified, full version [here](http://www.flashpoint.ru/forum/archive/index.php/t-43552.html))"},{"heading":"Floating orb","level":3,"markdown":"(this one is actually pretty useful for figuring out the shapename and associated numbers you want)\n\n```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];\n_PS setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [6, 6], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [1], 1, 0, \"\", \"\", _OBJ];\n_PS setDropInterval 3.0;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Heavy Oily Smoke Small","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.05;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Heavy Oily Smoke Medium","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Heavy Oily Smoke Large","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 6], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.1, 0.1, 0.1, 0.8], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Light Wood Smoke Small","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.5, 0.5, 0.5, 0.15], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.05;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Light Wood Smoke Medium","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.5, 0.5, 0.5, 0.3], [0.75, 0.75, 0.75, 0.15], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Light Wood Smoke Large","level":3,"markdown":"```sqf\n_ps setParticleCircle [0, [0, 0, 0]];\n_ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.5, 0.5, 0.5, 0.5], [0.75, 0.75, 0.75, 0.25], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Mixed Smoke Small","level":3,"markdown":"This one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.2, 0.2, 0.2, 0.45], [0.35, 0.35, 0.35, 0.225], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.1;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.1;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Mixed Smoke Medium","level":3,"markdown":"This one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 1, 8], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.2;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\FireAndSmokeAnim\\SmokeAnim.p3d\", 8, 3, 1], \"\", \"Billboard\", 1, 8, [0, 0, 0], [0, 0, 2.5], 0, 10, 7.9, 0.066, [2, 6, 12], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.2;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Mixed Smoke Large","level":3,"markdown":"This one requires 2 particle sources, both smokes. They should both be attached to the same object.\n\n```sqf\n_ps1 setParticleCircle [0, [0, 0, 0]];\n_ps1 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps1 setParticleParams [[\"\\ca\\data\\particleeffects\\fireandsmokeanim\\smokeanim.p3d\", 8, 1, 6], \"\", \"billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps1 setDropInterval 0.2;\n```\n\n```sqf\n_ps2 setParticleCircle [0, [0, 0, 0]];\n_ps2 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];\n_ps2 setParticleParams [[\"\\ca\\data\\particleeffects\\fireandsmokeanim\\smokeanim.p3d\", 8, 3, 1], \"\", \"billboard\", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.33, 0.33, 0.33, 0.8], [0.66, 0.66, 0.66, 0.4], [1, 1, 1, 0]], [0.125], 1, 0, \"\", \"\", _OBJ];\n_ps2 setDropInterval 0.2;\n```\n\nContributor: ColonelSandersLite"},{"heading":"Rock Shower","level":3,"markdown":"```sqf\n_PS setParticleCircle [0, [0, 0, 0]];\n_PS setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0];\n_PS setParticleParams [[\"\\Ca\\Data\\ParticleEffects\\Pstone\\Pstone.p3d\", 8, 3, 1], \"\", \"SpaceObject\", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1], [1, 1, 1, 1], [1, 1, 1, 1]], [0, 1], 1, 0, \"\", \"\", _OBJ];\n_PS setDropInterval 0.04;\n```\n\nContributor: ColonelSandersLite"}],"categories":["Particle System"],"groups":["Configuration"]}