{"name":"Arma 3: Particle Effects: Config Parameters","title":"Arma 3: Particle Effects: Config Parameters","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Particle_Effects:_Config_Parameters","revid":376917,"updated":"2025-12-28T02:08:46Z","aliases":["Arma 3 Particle Effects: Config Parameters"],"markdown":"The list of config parameters used for calling of particle effects. For more information, see Arma 3: Particle Effects.\n\n### Parameters\n\n#### - (Hit)\n\n- Description: Effect for hit of specified material. Whatever name of parameter is working. Name of parametr must be used in bisurf's parameter *impact*.\n- Path: configFile >> CfgAmmo >> *Ammo_class* >> HitEffects\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### breathingBubblesEffect\n\n- Description: Bubble effect for units who are able to breath underwater.\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in breathingBubblesPoint as vector\n  - positionY - position of the memorypoint defined in breathingBubblesPoint as vector\n  - positionZ - position of the memorypoint defined in breathingBubblesPoint as vector\n  - speedX - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedY - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedZ - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedSize - speed of unit's movement\n- Related parameters:\n  - breathingBubblesInterval - how often unit creates the bubbles (number - seconds)\n  - breathingBubblesPoint - position stored in position variables (string - memorypoint)\n  - breathingBubblesDir - direction stored in speed variables (string - memorypoint)\n\n#### rightDustEffect / leftDustEffect\n\n- Description: Old dust vehicle effect (it is used only if new one is not defined).\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - speed, dustness of surface\n  - dustColor - dustness of surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - humidity - humidity of the air\n  - dustness - dustness of surface\n  - speedSize - speed of vehicle\n  - acceleration - acceleration of vehicle\n  - turn - turning of vehicle (from -1 to 1, 0 is no turning)\n  - distToWater - vertical distance to sea level\n\n#### rightDustEffects / leftDustEffects\n\n- Description: New dust vehicle effect. Different effect can be defined for each surface type. These parameters are not strings as usual, they are arrays.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - speed, dustness of surface\n  - dustColor - dustness of surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - humidity - humidity of the air\n  - dustness - dustness of surface\n  - speedSize - speed of vehicle\n  - acceleration - acceleration of vehicle\n  - turn - turning of vehicle (from -1 to 1, 0 is no turning)\n  - distToWater - vertical distance to sea level\n\n*Example*:\n\n```cpp\nclass CfgVehicles\n{\n    class car\n    {\n        rightDustEffects[] =\n        {\n            {\"GdtStratisConcrete\", \"RDustEffects\"},\n            {\"GdtStratisConcrete\", \"RDirtEffects\"},\n            {\"GdtStratisBeach\", \"RDustEffects\"},\n            {\"GdtStratisBeach\", \"RStonesEffects\"},\n        };\n        leftDustEffects[] =\n        {\n            {\"GdtStratisConcrete\", \"RDustEffects\"},\n            {\"GdtStratisConcrete\", \"RDirtEffects\"},\n            {\"GdtStratisBeach\", \"RDustEffects\"},\n            {\"GdtStratisBeach\", \"RStonesEffects\"},\n        };\n    };\n};\n```\n\n#### damageEffect\n\n- Description: Effect when vehicle is damaged, it is allways simulated (even if vehicle is not damaged).\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - damage - total damage of the vehicle\n  - engineOn - 1 if engine is on, 0 if not\n  - engineDamage\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - speed - speed of the vehicle in world coord\n  - distToWater - distance to water surface under the vehicle\n  - randomValue - random value generated for every emitor (generated when vehicle is created, after that is constant)\n\n#### dustEffect\n\n- Description: Dust effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the ground is under vehicle.\n- Path: configFile >> CfgVehicles >> *Helicopter_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of vehicle\n  - density - depends on thrust, distance to surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - landContact - 1 if vehicle has land contact, 0 if not\n\n#### waterEffect\n\n- Description: Water effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the water is under vehicle.\n- Path: configFile >> CfgVehicles >> *Helicopter_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of vehicle\n  - density - depends on thrust, distance to surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - landContact - 1 if vehicle has land contact, 0 if not\n\n#### impactEffectsSea\n\n- Description: Effect triggered when a collision of the object with the sea surface is detected.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n- Variables:\n  - speed - speed of the object\n  - density - radius of bounding sphere of the object\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the object as vector\n  - speedY - speed of the object as vector\n  - speedZ - speed of the object as vector\n  - landContact - 1 if object has land contact, 0 if not\n\n#### collisionEffect\n\n- Description: Effect triggered when a collision of the object and another object is detected.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n- Variables:\n  - positionX - position where the collision is detected as vector\n  - positionY - position where the collision is detected as vector\n  - positionZ - position where the collision is detected as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - forceSize - force size of collision computed by PhysX\n\n#### explosionEffect\n\n- Description: Explosion of the vehicle when the damage reaches 1. Parameter is reference to AmmoType used to calculate damage to objects around when vehicle explodes (if it have a fuel and can explode), default \"FuelExplosion\".\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n\n#### leftFastWaterEffect / rightFastWaterEffect\n\n- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then \"waterFastEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - waterFastEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)\n  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)\n\n#### leftWaterEffect / rightWaterEffect\n\n- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is less then \"waterFastEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - waterFastEffectSpeed - effects are simulated when the vehicle speed is less then this value (number)\n  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)\n\n#### leftEngineEffect / rightEngineEffect\n\n- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then \"engineEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - engineEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)\n  - memotyPointsLeftEngineEffect/memotyPointsRightEngineEffect - position stored in position variables (string - memorypoint)\n\n#### impactEffectsBlood\n\n- Description: Blood effect, only for Person object (and if blood is enabled).\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### impactEffectsNoBlood\n\n- Description: Blood effect, only for Person object (and if blood is disabled).\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### mineJumpEffects\n\n- Description: Effect when the jumping mine jumps.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - speed - indirectHit of the mine\n  - positionX - distance from the original position (from where the mine is jumping) as vector\n  - positionY - distance from the original position (from where the mine is jumping) as vector\n  - positionZ - distance from the original position (from where the mine is jumping) as vector\n\n#### craterEffects\n\n- Description: Crater part of explosion of given ammo, it is a parameter of the ammoType of the projectile that creates the crater. This is used for craters above the water.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### craterWaterEffects\n\n- Description: Same as „createrEffects“ this is used for craters under water.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### effectFlare\n\n- Description: Effect of the Flare projectile.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - colorR - color defined by parameter \"smokeColor\" in AmmoType\n  - colorG - color defined by parameter \"smokeColor\" in AmmoType\n  - colorB - color defined by parameter \"smokeColor\" in AmmoType\n  - colorA - color defined by parameter \"smokeColor\" in AmmoType\n\n#### effectFly\n\n- Description: Trail effect for flying ammo.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - hit - hit from AmmoType\n  - speedX - speed of projectile as vector\n  - speedY - speed of projectile as vector\n  - speedZ - speed of projectile as vector\n  - speedSize - size of the speed vector\n  - flyTime - how long the projectile is flying (time since the shot)\n  - distToSurface - distance to surface (under the bullet)\n\n#### effectsMissile\n\n- Description: Trail effect for flying missile.\n- Path: configFile >> CfgAmmo >> *Missile_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - intensity from effect config\n  - interval - interval from effect config\n  - fireIntensity - intensity from effect config\n  - fireInterval - interval from effect config\n  - lifeTime - lifeTime from effect config and thrustTime from AmmoType\n\n#### effectsMissileInit\n\n- Description: Init effect for missile (before the engine of the missile is started).\n- Path: configFile >> CfgAmmo >> *Missile_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of the missile in world coord\n  - density - value that goes from 1.0 to 0.0 according to time (0.0 when time from shot is equal to \"initTime\" ammoType atribute)\n  - speedX - full vector of the speed in world coord\n  - speedY - full vector of the speed in world coord\n  - speedZ - full vector of the speed in world coord\n  - parentSpeedX - speed of parent unit/vehicle that fired the missile as vector\n  - parentSpeedY - speed of parent unit/vehicle that fired the missile as vector\n  - parentSpeedZ - speed of parent unit/vehicle that fired the missile as vector\n  - landContact - 1 if has land contact, 0 otherwise\n\n#### effectsSmoke\n\n- Description: Effect for smoke grenades and countermeasures. Parameters depends on if the projectile is grenade or countermeasure.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables for smoke grenades:\n  - colorR - color defined by parameter \"smokeColor\" in AmmoType\n  - colorG - color defined by parameter \"smokeColor\" in AmmoType\n  - colorB - color defined by parameter \"smokeColor\" in AmmoType\n  - colorA - color defined by parameter \"smokeColor\" in AmmoType\n- Variables for smoke countermeasure:\n  - time - time since the coutnermeasure has been created\n\n#### explosionEffects\n\n- Description: Effect when explosion should happen (ex. Missile hit).\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level\n\n#### effectName (GunParticles)\n\n- Description: Weapon muzzle effect.\n- Path: configFile >> CfgWeapons >> *Weapon_class* >> GunParticles >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in parameter positionName as vector\n  - positionY - position of the memorypoint defined in parameter positionName as vector\n  - positionZ - position of the memorypoint defined in parameter positionName as vector\n  - directionX - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionY - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionZ - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionLocalX - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - directionLocalY - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - directionLocalZ - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - vehicleSpeedX - weapon movement as vector in world coord\n  - vehicleSpeedY - weapon movement as vector in world coord\n  - vehicleSpeedZ - weapon movement as vector in world coord\n  - vehicleSpeedSize - speed of weapon movement\n  - vehicleSpeedLocalX - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalY - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalZ - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalSize - speed of weapon movement\n  - isWaterSurface - 1 if the surface under weapon is land, -1 for water\n  - distToSurface - vertical distance between muzzle and surface\n  - dustness - dustness of surface\n  - humidity - humidity of the air (depends on rain)\n- Related parameters:\n  - directionName - direction stored in direction variables (string - memorypoint)\n  - positionName - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgWeapons\n{\n    class LMG_Minigun\n    {\n        class gunParticles\n        {\n            class effect1\n            {\n                positionName    = \"machinegun_eject_pos\";\n                directionName    = \"machinegun_eject_dir\";\n                effectName        = \"MachineGunCartridge1\";\n            };\n\n            class effect2\n            {\n                positionName    = \"machinegun_end\";\n                directionName    = \"machinegun_beg\";\n                effectName        = \"MachineGun1\";\n            };\n        };\n    };\n};\n```\n\n#### effect (Exhausts)\n\n- Description: Vehicle's exhaust effects.\n- Path: configFile >> CfgVehicles >> *Vehicle_class* >> Exhausts >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - intensity\n  - damage - damage of vehicle\n  - positionX - position of the memorypoint defined in parameter position as vector\n  - positionY - position of the memorypoint defined in parameter position as vector\n  - positionZ - position of the memorypoint defined in parameter position as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - vehicleSpeedSize - speed of vehicle as scalar\n  - engineOn - starting (temperature) of engine\n  - distToWater - vertical distance between position memorypoint and sea level\n  - randomValue - generated when the vehicle is created\n- Related parameters:\n  - direction - direction stored in position variables (string - memorypoint)\n  - position - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgVehicles\n{\n    class Ifrit_Base\n    {\n        class Exhausts\n        {\n            class Exhaust1\n            {\n                position    = \"exhaust_pos\";\n                direction    = \"exhaust_dir\";\n                effect        = \"ExhaustEffectHTruck\";\n            };\n        };\n    };\n};\n```\n\n#### effectName (WingVortices)\n\n- Description: Wingtip vortices and similar effects on planes.\n- Path: configFile >> CfgVehicles >> *Vehicle_class* >> WingVortices >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in parameter position as vector\n  - positionY - position of the memorypoint defined in parameter position as vector\n  - positionZ - position of the memorypoint defined in parameter position as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speed - speed of vehicle as scalar\n  - accelX - acceleration of the vehicle as vector\n  - accelY - acceleration of the vehicle as vector\n  - accelZ - acceleration of the vehicle as vector\n  - accel - acceleration of vehicle as scalar\n  - altitude - altitude of the vehicle in meters\n  - humidity - humidity of air\n- Related parameters:\n  - position - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgVehicles\n{\n    class Plane_Fighter_03_base_F\n    {\n        class WingVortices\n        {\n            class WingTipLeft\n            {\n                position    = \"body_vapour_L_E\";\n                effectName    = \"WingVortices\";\n            };\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"The list of config parameters used for calling of particle effects. For more information, see Arma 3: Particle Effects."},{"heading":"Parameters","level":3,"markdown":""},{"heading":"- (Hit)","level":4,"markdown":"- Description: Effect for hit of specified material. Whatever name of parameter is working. Name of parametr must be used in bisurf's parameter *impact*.\n- Path: configFile >> CfgAmmo >> *Ammo_class* >> HitEffects\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"breathingBubblesEffect","level":4,"markdown":"- Description: Bubble effect for units who are able to breath underwater.\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in breathingBubblesPoint as vector\n  - positionY - position of the memorypoint defined in breathingBubblesPoint as vector\n  - positionZ - position of the memorypoint defined in breathingBubblesPoint as vector\n  - speedX - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedY - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedZ - direction to the memorypoint defined in breathingBubblesDir as vector\n  - speedSize - speed of unit's movement\n- Related parameters:\n  - breathingBubblesInterval - how often unit creates the bubbles (number - seconds)\n  - breathingBubblesPoint - position stored in position variables (string - memorypoint)\n  - breathingBubblesDir - direction stored in speed variables (string - memorypoint)"},{"heading":"rightDustEffect / leftDustEffect","level":4,"markdown":"- Description: Old dust vehicle effect (it is used only if new one is not defined).\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - speed, dustness of surface\n  - dustColor - dustness of surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - humidity - humidity of the air\n  - dustness - dustness of surface\n  - speedSize - speed of vehicle\n  - acceleration - acceleration of vehicle\n  - turn - turning of vehicle (from -1 to 1, 0 is no turning)\n  - distToWater - vertical distance to sea level"},{"heading":"rightDustEffects / leftDustEffects","level":4,"markdown":"- Description: New dust vehicle effect. Different effect can be defined for each surface type. These parameters are not strings as usual, they are arrays.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - speed, dustness of surface\n  - dustColor - dustness of surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - humidity - humidity of the air\n  - dustness - dustness of surface\n  - speedSize - speed of vehicle\n  - acceleration - acceleration of vehicle\n  - turn - turning of vehicle (from -1 to 1, 0 is no turning)\n  - distToWater - vertical distance to sea level\n\n*Example*:\n\n```cpp\nclass CfgVehicles\n{\n    class car\n    {\n        rightDustEffects[] =\n        {\n            {\"GdtStratisConcrete\", \"RDustEffects\"},\n            {\"GdtStratisConcrete\", \"RDirtEffects\"},\n            {\"GdtStratisBeach\", \"RDustEffects\"},\n            {\"GdtStratisBeach\", \"RStonesEffects\"},\n        };\n        leftDustEffects[] =\n        {\n            {\"GdtStratisConcrete\", \"RDustEffects\"},\n            {\"GdtStratisConcrete\", \"RDirtEffects\"},\n            {\"GdtStratisBeach\", \"RDustEffects\"},\n            {\"GdtStratisBeach\", \"RStonesEffects\"},\n        };\n    };\n};\n```"},{"heading":"damageEffect","level":4,"markdown":"- Description: Effect when vehicle is damaged, it is allways simulated (even if vehicle is not damaged).\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - damage - total damage of the vehicle\n  - engineOn - 1 if engine is on, 0 if not\n  - engineDamage\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - speed - speed of the vehicle in world coord\n  - distToWater - distance to water surface under the vehicle\n  - randomValue - random value generated for every emitor (generated when vehicle is created, after that is constant)"},{"heading":"dustEffect","level":4,"markdown":"- Description: Dust effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the ground is under vehicle.\n- Path: configFile >> CfgVehicles >> *Helicopter_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of vehicle\n  - density - depends on thrust, distance to surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - landContact - 1 if vehicle has land contact, 0 if not"},{"heading":"waterEffect","level":4,"markdown":"- Description: Water effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the water is under vehicle.\n- Path: configFile >> CfgVehicles >> *Helicopter_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of vehicle\n  - density - depends on thrust, distance to surface\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - landContact - 1 if vehicle has land contact, 0 if not"},{"heading":"impactEffectsSea","level":4,"markdown":"- Description: Effect triggered when a collision of the object with the sea surface is detected.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n- Variables:\n  - speed - speed of the object\n  - density - radius of bounding sphere of the object\n  - positionX - position of the effect as vector\n  - positionY - position of the effect as vector\n  - positionZ - position of the effect as vector\n  - speedX - speed of the object as vector\n  - speedY - speed of the object as vector\n  - speedZ - speed of the object as vector\n  - landContact - 1 if object has land contact, 0 if not"},{"heading":"collisionEffect","level":4,"markdown":"- Description: Effect triggered when a collision of the object and another object is detected.\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter\n- Variables:\n  - positionX - position where the collision is detected as vector\n  - positionY - position where the collision is detected as vector\n  - positionZ - position where the collision is detected as vector\n  - speedX - speed of the vehicle as vector in world coord\n  - speedY - speed of the vehicle as vector in world coord\n  - speedZ - speed of the vehicle as vector in world coord\n  - localSpeedX - speed of the vehicle as vector in vehicle coord\n  - localSpeedY - speed of the vehicle as vector in vehicle coord\n  - localSpeedZ - speed of the vehicle as vector in vehicle coord\n  - forceSize - force size of collision computed by PhysX"},{"heading":"explosionEffect","level":4,"markdown":"- Description: Explosion of the vehicle when the damage reaches 1. Parameter is reference to AmmoType used to calculate damage to objects around when vehicle explodes (if it have a fuel and can explode), default \"FuelExplosion\".\n- Path: configFile >> CfgVehicles >> *Vehicle_class*\n- Type of emitter: constant emitter"},{"heading":"leftFastWaterEffect / rightFastWaterEffect","level":4,"markdown":"- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then \"waterFastEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - waterFastEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)\n  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)"},{"heading":"leftWaterEffect / rightWaterEffect","level":4,"markdown":"- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is less then \"waterFastEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - waterFastEffectSpeed - effects are simulated when the vehicle speed is less then this value (number)\n  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)"},{"heading":"leftEngineEffect / rightEngineEffect","level":4,"markdown":"- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then \"engineEffectSpeed\" (vehicle parameter).\n- Path: configFile >> CfgVehicles >> *Boat_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - density - depends on thrust and speed\n  - size - for some vehicles it is constant, for some (boats) it depends on speed\n  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speedSize - size of the speed vector\n  - turn - position of the wheel (-1, 1), for boat it is allways 0\n  - thrust - current thrust of the vehicle\n- Related parameters:\n  - engineEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)\n  - memotyPointsLeftEngineEffect/memotyPointsRightEngineEffect - position stored in position variables (string - memorypoint)"},{"heading":"impactEffectsBlood","level":4,"markdown":"- Description: Blood effect, only for Person object (and if blood is enabled).\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"impactEffectsNoBlood","level":4,"markdown":"- Description: Blood effect, only for Person object (and if blood is disabled).\n- Path: configFile >> CfgVehicles >> *Unit_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"mineJumpEffects","level":4,"markdown":"- Description: Effect when the jumping mine jumps.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - speed - indirectHit of the mine\n  - positionX - distance from the original position (from where the mine is jumping) as vector\n  - positionY - distance from the original position (from where the mine is jumping) as vector\n  - positionZ - distance from the original position (from where the mine is jumping) as vector"},{"heading":"craterEffects","level":4,"markdown":"- Description: Crater part of explosion of given ammo, it is a parameter of the ammoType of the projectile that creates the crater. This is used for craters above the water.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"craterWaterEffects","level":4,"markdown":"- Description: Same as „createrEffects“ this is used for craters under water.\n- Path: configFile >> CfgAmmo >> *Explosive_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"effectFlare","level":4,"markdown":"- Description: Effect of the Flare projectile.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - colorR - color defined by parameter \"smokeColor\" in AmmoType\n  - colorG - color defined by parameter \"smokeColor\" in AmmoType\n  - colorB - color defined by parameter \"smokeColor\" in AmmoType\n  - colorA - color defined by parameter \"smokeColor\" in AmmoType"},{"heading":"effectFly","level":4,"markdown":"- Description: Trail effect for flying ammo.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - hit - hit from AmmoType\n  - speedX - speed of projectile as vector\n  - speedY - speed of projectile as vector\n  - speedZ - speed of projectile as vector\n  - speedSize - size of the speed vector\n  - flyTime - how long the projectile is flying (time since the shot)\n  - distToSurface - distance to surface (under the bullet)"},{"heading":"effectsMissile","level":4,"markdown":"- Description: Trail effect for flying missile.\n- Path: configFile >> CfgAmmo >> *Missile_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - intensity from effect config\n  - interval - interval from effect config\n  - fireIntensity - intensity from effect config\n  - fireInterval - interval from effect config\n  - lifeTime - lifeTime from effect config and thrustTime from AmmoType"},{"heading":"effectsMissileInit","level":4,"markdown":"- Description: Init effect for missile (before the engine of the missile is started).\n- Path: configFile >> CfgAmmo >> *Missile_class*\n- Type of emitter: real-time emitter\n- Variables:\n  - speed - speed of the missile in world coord\n  - density - value that goes from 1.0 to 0.0 according to time (0.0 when time from shot is equal to \"initTime\" ammoType atribute)\n  - speedX - full vector of the speed in world coord\n  - speedY - full vector of the speed in world coord\n  - speedZ - full vector of the speed in world coord\n  - parentSpeedX - speed of parent unit/vehicle that fired the missile as vector\n  - parentSpeedY - speed of parent unit/vehicle that fired the missile as vector\n  - parentSpeedZ - speed of parent unit/vehicle that fired the missile as vector\n  - landContact - 1 if has land contact, 0 otherwise"},{"heading":"effectsSmoke","level":4,"markdown":"- Description: Effect for smoke grenades and countermeasures. Parameters depends on if the projectile is grenade or countermeasure.\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: real-time emitter\n- Variables for smoke grenades:\n  - colorR - color defined by parameter \"smokeColor\" in AmmoType\n  - colorG - color defined by parameter \"smokeColor\" in AmmoType\n  - colorB - color defined by parameter \"smokeColor\" in AmmoType\n  - colorA - color defined by parameter \"smokeColor\" in AmmoType\n- Variables for smoke countermeasure:\n  - time - time since the coutnermeasure has been created"},{"heading":"explosionEffects","level":4,"markdown":"- Description: Effect when explosion should happen (ex. Missile hit).\n- Path: configFile >> CfgAmmo >> *Ammo_class*\n- Type of emitter: constant emitter\n- Variables:\n  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value\n  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value\n  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config\n  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config\n  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config\n  - surfNormalX - normal to the surface of the object as vector in world coord\n  - surfNormalY - normal to the surface of the object as vector in world coord\n  - surfNormalZ - normal to the surface of the object as vector in world coord\n  - inSpeed - speed of projectile before hit of the object\n  - inDirX - direction of projectile before hit of the object as vector\n  - inDirY - direction of projectile before hit of the object as vector\n  - inDirZ - direction of projectile before hit of the object as vector\n  - outSpeed - speed of projectile after hit of the object\n  - outDirX - direction of projectile after hit of the object as vector\n  - outDirY - direction of projectile after hit of the object as vector\n  - outDirZ - direction of projectile after hit of the object as vector\n  - explosionDirX - used for directional explosions\n  - explosionDirY - used for directional explosions\n  - explosionDirZ - used for directional explosions\n  - hit - hit parameter which is defined in given ammo type\n  - damage - damage caused by hit\n  - dustness - dustness of material\n  - randomValue - random value\n  - distToWater - vertical distance to sea level"},{"heading":"effectName (GunParticles)","level":4,"markdown":"- Description: Weapon muzzle effect.\n- Path: configFile >> CfgWeapons >> *Weapon_class* >> GunParticles >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in parameter positionName as vector\n  - positionY - position of the memorypoint defined in parameter positionName as vector\n  - positionZ - position of the memorypoint defined in parameter positionName as vector\n  - directionX - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionY - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionZ - direction to the memorypoint defined in parameter directionName as vector in world coord\n  - directionLocalX - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - directionLocalY - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - directionLocalZ - direction to the memorypoint defined in parameter directionName as vector in weapon coord\n  - vehicleSpeedX - weapon movement as vector in world coord\n  - vehicleSpeedY - weapon movement as vector in world coord\n  - vehicleSpeedZ - weapon movement as vector in world coord\n  - vehicleSpeedSize - speed of weapon movement\n  - vehicleSpeedLocalX - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalY - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalZ - weapon movement as vector in weapon coord\n  - vehicleSpeedLocalSize - speed of weapon movement\n  - isWaterSurface - 1 if the surface under weapon is land, -1 for water\n  - distToSurface - vertical distance between muzzle and surface\n  - dustness - dustness of surface\n  - humidity - humidity of the air (depends on rain)\n- Related parameters:\n  - directionName - direction stored in direction variables (string - memorypoint)\n  - positionName - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgWeapons\n{\n    class LMG_Minigun\n    {\n        class gunParticles\n        {\n            class effect1\n            {\n                positionName    = \"machinegun_eject_pos\";\n                directionName    = \"machinegun_eject_dir\";\n                effectName        = \"MachineGunCartridge1\";\n            };\n\n            class effect2\n            {\n                positionName    = \"machinegun_end\";\n                directionName    = \"machinegun_beg\";\n                effectName        = \"MachineGun1\";\n            };\n        };\n    };\n};\n```"},{"heading":"effect (Exhausts)","level":4,"markdown":"- Description: Vehicle's exhaust effects.\n- Path: configFile >> CfgVehicles >> *Vehicle_class* >> Exhausts >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - intensity\n  - damage - damage of vehicle\n  - positionX - position of the memorypoint defined in parameter position as vector\n  - positionY - position of the memorypoint defined in parameter position as vector\n  - positionZ - position of the memorypoint defined in parameter position as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - vehicleSpeedSize - speed of vehicle as scalar\n  - engineOn - starting (temperature) of engine\n  - distToWater - vertical distance between position memorypoint and sea level\n  - randomValue - generated when the vehicle is created\n- Related parameters:\n  - direction - direction stored in position variables (string - memorypoint)\n  - position - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgVehicles\n{\n    class Ifrit_Base\n    {\n        class Exhausts\n        {\n            class Exhaust1\n            {\n                position    = \"exhaust_pos\";\n                direction    = \"exhaust_dir\";\n                effect        = \"ExhaustEffectHTruck\";\n            };\n        };\n    };\n};\n```"},{"heading":"effectName (WingVortices)","level":4,"markdown":"- Description: Wingtip vortices and similar effects on planes.\n- Path: configFile >> CfgVehicles >> *Vehicle_class* >> WingVortices >> *Random_class_name*\n- Type of emitter: real-time emitter\n- Variables:\n  - positionX - position of the memorypoint defined in parameter position as vector\n  - positionY - position of the memorypoint defined in parameter position as vector\n  - positionZ - position of the memorypoint defined in parameter position as vector\n  - speedX - speed of the vehicle as vector\n  - speedY - speed of the vehicle as vector\n  - speedZ - speed of the vehicle as vector\n  - speed - speed of vehicle as scalar\n  - accelX - acceleration of the vehicle as vector\n  - accelY - acceleration of the vehicle as vector\n  - accelZ - acceleration of the vehicle as vector\n  - accel - acceleration of vehicle as scalar\n  - altitude - altitude of the vehicle in meters\n  - humidity - humidity of air\n- Related parameters:\n  - position - position stored in position variables (string - memorypoint)\n\n*Example:*\n\n```cpp\nclass CfgVehicles\n{\n    class Plane_Fighter_03_base_F\n    {\n        class WingVortices\n        {\n            class WingTipLeft\n            {\n                position    = \"body_vapour_L_E\";\n                effectName    = \"WingVortices\";\n            };\n        };\n    };\n};\n```"}],"categories":["Particle System"],"groups":["Configuration"]}