---
name: "Arma 3: Particle Effects: Config Parameters"
type: topic
aliases: ["Arma 3 Particle Effects: Config Parameters"]
source: https://community.bistudio.com/wiki/Arma_3:_Particle_Effects:_Config_Parameters
revid: 376917
updated: 2025-12-28T02:08:46Z
---

# Arma 3: Particle Effects: Config Parameters

The list of config parameters used for calling of particle effects. For more information, see [Arma 3: Particle Effects](../topics/Particle_Effects.md).

### Parameters

#### - (Hit)

- Description: Effect for hit of specified material. Whatever name of parameter is working. Name of parametr must be used in [bisurf's](../topics/RVMAT_basics.md#physical-properties) parameter *impact*.
- Path: configFile >> CfgAmmo >> *Ammo_class* >> HitEffects
- Type of emitter: constant emitter
- Variables:
  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
  - surfNormalX - normal to the surface of the object as vector in world coord
  - surfNormalY - normal to the surface of the object as vector in world coord
  - surfNormalZ - normal to the surface of the object as vector in world coord
  - inSpeed - speed of projectile before hit of the object
  - inDirX - direction of projectile before hit of the object as vector
  - inDirY - direction of projectile before hit of the object as vector
  - inDirZ - direction of projectile before hit of the object as vector
  - outSpeed - speed of projectile after hit of the object
  - outDirX - direction of projectile after hit of the object as vector
  - outDirY - direction of projectile after hit of the object as vector
  - outDirZ - direction of projectile after hit of the object as vector
  - explosionDirX - used for directional explosions
  - explosionDirY - used for directional explosions
  - explosionDirZ - used for directional explosions
  - hit - hit parameter which is defined in given ammo type
  - damage - damage caused by hit
  - dustness - dustness of material
  - randomValue - random value
  - distToWater - vertical distance to sea level

#### breathingBubblesEffect

- Description: Bubble effect for units who are able to breath underwater.
- Path: configFile >> CfgVehicles >> *Unit_class*
- Type of emitter: real-time emitter
- Variables:
  - positionX - position of the memorypoint defined in breathingBubblesPoint as vector
  - positionY - position of the memorypoint defined in breathingBubblesPoint as vector
  - positionZ - position of the memorypoint defined in breathingBubblesPoint as vector
  - speedX - direction to the memorypoint defined in breathingBubblesDir as vector
  - speedY - direction to the memorypoint defined in breathingBubblesDir as vector
  - speedZ - direction to the memorypoint defined in breathingBubblesDir as vector
  - speedSize - speed of unit's movement
- Related parameters:
  - breathingBubblesInterval - how often unit creates the bubbles (number - seconds)
  - breathingBubblesPoint - position stored in position variables (string - memorypoint)
  - breathingBubblesDir - direction stored in speed variables (string - memorypoint)

#### rightDustEffect / leftDustEffect

- Description: Old dust vehicle effect (it is used only if new one is not defined).
- Path: configFile >> CfgVehicles >> *Vehicle_class*
- Type of emitter: real-time emitter
- Variables:
  - density - speed, dustness of surface
  - dustColor - dustness of surface
  - positionX - position of the effect as vector
  - positionY - position of the effect as vector
  - positionZ - position of the effect as vector
  - speedX - speed of the vehicle as vector in world coord
  - speedY - speed of the vehicle as vector in world coord
  - speedZ - speed of the vehicle as vector in world coord
  - localSpeedX - speed of the vehicle as vector in vehicle coord
  - localSpeedY - speed of the vehicle as vector in vehicle coord
  - localSpeedZ - speed of the vehicle as vector in vehicle coord
  - humidity - humidity of the air
  - dustness - dustness of surface
  - speedSize - speed of vehicle
  - acceleration - acceleration of vehicle
  - turn - turning of vehicle (from -1 to 1, 0 is no turning)
  - distToWater - vertical distance to sea level

#### rightDustEffects / leftDustEffects

- Description: New dust vehicle effect. Different effect can be defined for each surface type. These parameters are not strings as usual, they are arrays.
- Path: configFile >> CfgVehicles >> *Vehicle_class*
- Type of emitter: real-time emitter
- Variables:
  - density - speed, dustness of surface
  - dustColor - dustness of surface
  - positionX - position of the effect as vector
  - positionY - position of the effect as vector
  - positionZ - position of the effect as vector
  - speedX - speed of the vehicle as vector in world coord
  - speedY - speed of the vehicle as vector in world coord
  - speedZ - speed of the vehicle as vector in world coord
  - localSpeedX - speed of the vehicle as vector in vehicle coord
  - localSpeedY - speed of the vehicle as vector in vehicle coord
  - localSpeedZ - speed of the vehicle as vector in vehicle coord
  - humidity - humidity of the air
  - dustness - dustness of surface
  - speedSize - speed of vehicle
  - acceleration - acceleration of vehicle
  - turn - turning of vehicle (from -1 to 1, 0 is no turning)
  - distToWater - vertical distance to sea level

*Example*:

```cpp
class CfgVehicles
{
    class car
    {
        rightDustEffects[] =
        {
            {"GdtStratisConcrete", "RDustEffects"},
            {"GdtStratisConcrete", "RDirtEffects"},
            {"GdtStratisBeach", "RDustEffects"},
            {"GdtStratisBeach", "RStonesEffects"},
        };
        leftDustEffects[] =
        {
            {"GdtStratisConcrete", "RDustEffects"},
            {"GdtStratisConcrete", "RDirtEffects"},
            {"GdtStratisBeach", "RDustEffects"},
            {"GdtStratisBeach", "RStonesEffects"},
        };
    };
};
```

#### damageEffect

- Description: Effect when vehicle is damaged, it is allways simulated (even if vehicle is not damaged).
- Path: configFile >> CfgVehicles >> *Vehicle_class*
- Type of emitter: real-time emitter
- Variables:
  - damage - total damage of the vehicle
  - engineOn - 1 if engine is on, 0 if not
  - engineDamage
  - speedX - speed of the vehicle as vector in world coord
  - speedY - speed of the vehicle as vector in world coord
  - speedZ - speed of the vehicle as vector in world coord
  - speed - speed of the vehicle in world coord
  - distToWater - distance to water surface under the vehicle
  - randomValue - random value generated for every emitor (generated when vehicle is created, after that is constant)

#### dustEffect

- Description: Dust effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the ground is under vehicle.
- Path: configFile >> CfgVehicles >> *Helicopter_class*
- Type of emitter: real-time emitter
- Variables:
  - speed - speed of vehicle
  - density - depends on thrust, distance to surface
  - positionX - position of the effect as vector
  - positionY - position of the effect as vector
  - positionZ - position of the effect as vector
  - speedX - speed of the vehicle as vector
  - speedY - speed of the vehicle as vector
  - speedZ - speed of the vehicle as vector
  - landContact - 1 if vehicle has land contact, 0 if not

#### waterEffect

- Description: Water effect under flying helicopter or airplane (only when airplane is hovering). Simulated only the water is under vehicle.
- Path: configFile >> CfgVehicles >> *Helicopter_class*
- Type of emitter: real-time emitter
- Variables:
  - speed - speed of vehicle
  - density - depends on thrust, distance to surface
  - positionX - position of the effect as vector
  - positionY - position of the effect as vector
  - positionZ - position of the effect as vector
  - speedX - speed of the vehicle as vector
  - speedY - speed of the vehicle as vector
  - speedZ - speed of the vehicle as vector
  - landContact - 1 if vehicle has land contact, 0 if not

#### impactEffectsSea

- Description: Effect triggered when a collision of the object with the sea surface is detected.
- Path: configFile >> CfgVehicles >> *Vehicle_class*
- Type of emitter: constant emitter
- Variables:
  - speed - speed of the object
  - density - radius of bounding sphere of the object
  - positionX - position of the effect as vector
  - positionY - position of the effect as vector
  - positionZ - position of the effect as vector
  - speedX - speed of the object as vector
  - speedY - speed of the object as vector
  - speedZ - speed of the object as vector
  - landContact - 1 if object has land contact, 0 if not

#### collisionEffect

- Description: Effect triggered when a collision of the object and another object is detected.
- Path: configFile >> CfgVehicles >> *Vehicle_class*
- Type of emitter: constant emitter
- Variables:
  - positionX - position where the collision is detected as vector
  - positionY - position where the collision is detected as vector
  - positionZ - position where the collision is detected as vector
  - speedX - speed of the vehicle as vector in world coord
  - speedY - speed of the vehicle as vector in world coord
  - speedZ - speed of the vehicle as vector in world coord
  - localSpeedX - speed of the vehicle as vector in vehicle coord
  - localSpeedY - speed of the vehicle as vector in vehicle coord
  - localSpeedZ - speed of the vehicle as vector in vehicle coord
  - forceSize - force size of collision computed by PhysX

#### explosionEffect

- 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".
- Path: configFile >> CfgVehicles >> *Vehicle_class*
- Type of emitter: constant emitter

#### leftFastWaterEffect / rightFastWaterEffect

- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "waterFastEffectSpeed" (vehicle parameter).
- Path: configFile >> CfgVehicles >> *Boat_class*
- Type of emitter: real-time emitter
- Variables:
  - density - depends on thrust and speed
  - size - for some vehicles it is constant, for some (boats) it depends on speed
  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
  - speedX - speed of the vehicle as vector
  - speedY - speed of the vehicle as vector
  - speedZ - speed of the vehicle as vector
  - speedSize - size of the speed vector
  - turn - position of the wheel (-1, 1), for boat it is allways 0
  - thrust - current thrust of the vehicle
- Related parameters:
  - waterFastEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)
  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)

#### leftWaterEffect / rightWaterEffect

- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is less then "waterFastEffectSpeed" (vehicle parameter).
- Path: configFile >> CfgVehicles >> *Boat_class*
- Type of emitter: real-time emitter
- Variables:
  - density - depends on thrust and speed
  - size - for some vehicles it is constant, for some (boats) it depends on speed
  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
  - speedX - speed of the vehicle as vector
  - speedY - speed of the vehicle as vector
  - speedZ - speed of the vehicle as vector
  - speedSize - size of the speed vector
  - turn - position of the wheel (-1, 1), for boat it is allways 0
  - thrust - current thrust of the vehicle
- Related parameters:
  - waterFastEffectSpeed - effects are simulated when the vehicle speed is less then this value (number)
  - memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect - position stored in position variables (string - memorypoint)

#### leftEngineEffect / rightEngineEffect

- Description: Effect when vehicle floats on water. Effects are simulated when vehicle speed is more then "engineEffectSpeed" (vehicle parameter).
- Path: configFile >> CfgVehicles >> *Boat_class*
- Type of emitter: real-time emitter
- Variables:
  - density - depends on thrust and speed
  - size - for some vehicles it is constant, for some (boats) it depends on speed
  - positionX - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
  - positionY - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
  - positionZ - position of the memorypoint defined in memotyPointsLeftWaterEffect/memotyPointsRightWaterEffect as vector
  - speedX - speed of the vehicle as vector
  - speedY - speed of the vehicle as vector
  - speedZ - speed of the vehicle as vector
  - speedSize - size of the speed vector
  - turn - position of the wheel (-1, 1), for boat it is allways 0
  - thrust - current thrust of the vehicle
- Related parameters:
  - engineEffectSpeed - effects are simulated when the vehicle speed is more then this value (number)
  - memotyPointsLeftEngineEffect/memotyPointsRightEngineEffect - position stored in position variables (string - memorypoint)

#### impactEffectsBlood

- Description: Blood effect, only for Person object (and if blood is enabled).
- Path: configFile >> CfgVehicles >> *Unit_class*
- Type of emitter: constant emitter
- Variables:
  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
  - surfNormalX - normal to the surface of the object as vector in world coord
  - surfNormalY - normal to the surface of the object as vector in world coord
  - surfNormalZ - normal to the surface of the object as vector in world coord
  - inSpeed - speed of projectile before hit of the object
  - inDirX - direction of projectile before hit of the object as vector
  - inDirY - direction of projectile before hit of the object as vector
  - inDirZ - direction of projectile before hit of the object as vector
  - outSpeed - speed of projectile after hit of the object
  - outDirX - direction of projectile after hit of the object as vector
  - outDirY - direction of projectile after hit of the object as vector
  - outDirZ - direction of projectile after hit of the object as vector
  - explosionDirX - used for directional explosions
  - explosionDirY - used for directional explosions
  - explosionDirZ - used for directional explosions
  - hit - hit parameter which is defined in given ammo type
  - damage - damage caused by hit
  - dustness - dustness of material
  - randomValue - random value
  - distToWater - vertical distance to sea level

#### impactEffectsNoBlood

- Description: Blood effect, only for Person object (and if blood is disabled).
- Path: configFile >> CfgVehicles >> *Unit_class*
- Type of emitter: constant emitter
- Variables:
  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
  - surfNormalX - normal to the surface of the object as vector in world coord
  - surfNormalY - normal to the surface of the object as vector in world coord
  - surfNormalZ - normal to the surface of the object as vector in world coord
  - inSpeed - speed of projectile before hit of the object
  - inDirX - direction of projectile before hit of the object as vector
  - inDirY - direction of projectile before hit of the object as vector
  - inDirZ - direction of projectile before hit of the object as vector
  - outSpeed - speed of projectile after hit of the object
  - outDirX - direction of projectile after hit of the object as vector
  - outDirY - direction of projectile after hit of the object as vector
  - outDirZ - direction of projectile after hit of the object as vector
  - explosionDirX - used for directional explosions
  - explosionDirY - used for directional explosions
  - explosionDirZ - used for directional explosions
  - hit - hit parameter which is defined in given ammo type
  - damage - damage caused by hit
  - dustness - dustness of material
  - randomValue - random value
  - distToWater - vertical distance to sea level

#### mineJumpEffects

- Description: Effect when the jumping mine jumps.
- Path: configFile >> CfgAmmo >> *Explosive_class*
- Type of emitter: constant emitter
- Variables:
  - speed - indirectHit of the mine
  - positionX - distance from the original position (from where the mine is jumping) as vector
  - positionY - distance from the original position (from where the mine is jumping) as vector
  - positionZ - distance from the original position (from where the mine is jumping) as vector

#### craterEffects

- 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.
- Path: configFile >> CfgAmmo >> *Explosive_class*
- Type of emitter: constant emitter
- Variables:
  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
  - surfNormalX - normal to the surface of the object as vector in world coord
  - surfNormalY - normal to the surface of the object as vector in world coord
  - surfNormalZ - normal to the surface of the object as vector in world coord
  - inSpeed - speed of projectile before hit of the object
  - inDirX - direction of projectile before hit of the object as vector
  - inDirY - direction of projectile before hit of the object as vector
  - inDirZ - direction of projectile before hit of the object as vector
  - outSpeed - speed of projectile after hit of the object
  - outDirX - direction of projectile after hit of the object as vector
  - outDirY - direction of projectile after hit of the object as vector
  - outDirZ - direction of projectile after hit of the object as vector
  - explosionDirX - used for directional explosions
  - explosionDirY - used for directional explosions
  - explosionDirZ - used for directional explosions
  - hit - hit parameter which is defined in given ammo type
  - damage - damage caused by hit
  - dustness - dustness of material
  - randomValue - random value
  - distToWater - vertical distance to sea level

#### craterWaterEffects

- Description: Same as „createrEffects“ this is used for craters under water.
- Path: configFile >> CfgAmmo >> *Explosive_class*
- Type of emitter: constant emitter
- Variables:
  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
  - surfNormalX - normal to the surface of the object as vector in world coord
  - surfNormalY - normal to the surface of the object as vector in world coord
  - surfNormalZ - normal to the surface of the object as vector in world coord
  - inSpeed - speed of projectile before hit of the object
  - inDirX - direction of projectile before hit of the object as vector
  - inDirY - direction of projectile before hit of the object as vector
  - inDirZ - direction of projectile before hit of the object as vector
  - outSpeed - speed of projectile after hit of the object
  - outDirX - direction of projectile after hit of the object as vector
  - outDirY - direction of projectile after hit of the object as vector
  - outDirZ - direction of projectile after hit of the object as vector
  - explosionDirX - used for directional explosions
  - explosionDirY - used for directional explosions
  - explosionDirZ - used for directional explosions
  - hit - hit parameter which is defined in given ammo type
  - damage - damage caused by hit
  - dustness - dustness of material
  - randomValue - random value
  - distToWater - vertical distance to sea level

#### effectFlare

- Description: Effect of the Flare projectile.
- Path: configFile >> CfgAmmo >> *Ammo_class*
- Type of emitter: real-time emitter
- Variables:
  - colorR - color defined by parameter "smokeColor" in AmmoType
  - colorG - color defined by parameter "smokeColor" in AmmoType
  - colorB - color defined by parameter "smokeColor" in AmmoType
  - colorA - color defined by parameter "smokeColor" in AmmoType

#### effectFly

- Description: Trail effect for flying ammo.
- Path: configFile >> CfgAmmo >> *Ammo_class*
- Type of emitter: real-time emitter
- Variables:
  - hit - hit from AmmoType
  - speedX - speed of projectile as vector
  - speedY - speed of projectile as vector
  - speedZ - speed of projectile as vector
  - speedSize - size of the speed vector
  - flyTime - how long the projectile is flying (time since the shot)
  - distToSurface - distance to surface (under the bullet)

#### effectsMissile

- Description: Trail effect for flying missile.
- Path: configFile >> CfgAmmo >> *Missile_class*
- Type of emitter: constant emitter
- Variables:
  - intensity - intensity from effect config
  - interval - interval from effect config
  - fireIntensity - intensity from effect config
  - fireInterval - interval from effect config
  - lifeTime - lifeTime from effect config and thrustTime from AmmoType

#### effectsMissileInit

- Description: Init effect for missile (before the engine of the missile is started).
- Path: configFile >> CfgAmmo >> *Missile_class*
- Type of emitter: real-time emitter
- Variables:
  - speed - speed of the missile in world coord
  - 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)
  - speedX - full vector of the speed in world coord
  - speedY - full vector of the speed in world coord
  - speedZ - full vector of the speed in world coord
  - parentSpeedX - speed of parent unit/vehicle that fired the missile as vector
  - parentSpeedY - speed of parent unit/vehicle that fired the missile as vector
  - parentSpeedZ - speed of parent unit/vehicle that fired the missile as vector
  - landContact - 1 if has land contact, 0 otherwise

#### effectsSmoke

- Description: Effect for smoke grenades and countermeasures. Parameters depends on if the projectile is grenade or countermeasure.
- Path: configFile >> CfgAmmo >> *Ammo_class*
- Type of emitter: real-time emitter
- Variables for smoke grenades:
  - colorR - color defined by parameter "smokeColor" in AmmoType
  - colorG - color defined by parameter "smokeColor" in AmmoType
  - colorB - color defined by parameter "smokeColor" in AmmoType
  - colorA - color defined by parameter "smokeColor" in AmmoType
- Variables for smoke countermeasure:
  - time - time since the coutnermeasure has been created

#### explosionEffects

- Description: Effect when explosion should happen (ex. Missile hit).
- Path: configFile >> CfgAmmo >> *Ammo_class*
- Type of emitter: constant emitter
- Variables:
  - intensity - depends on damage done (projectile hit, speed), intensity from effect config and some randomly generated value
  - interval - depends on damage done (projectile hit, speed), interval from effect config and some randomly generated value
  - fireIntensity - depends on damage done (projectile hit, speed), on intensity from effect config
  - fireInterval - depends on damage done (projectile hit, speed), on interval from effect config
  - lifeTime - depends on damage done (projectile hit, speed), on lifeTime from effect config
  - surfNormalX - normal to the surface of the object as vector in world coord
  - surfNormalY - normal to the surface of the object as vector in world coord
  - surfNormalZ - normal to the surface of the object as vector in world coord
  - inSpeed - speed of projectile before hit of the object
  - inDirX - direction of projectile before hit of the object as vector
  - inDirY - direction of projectile before hit of the object as vector
  - inDirZ - direction of projectile before hit of the object as vector
  - outSpeed - speed of projectile after hit of the object
  - outDirX - direction of projectile after hit of the object as vector
  - outDirY - direction of projectile after hit of the object as vector
  - outDirZ - direction of projectile after hit of the object as vector
  - explosionDirX - used for directional explosions
  - explosionDirY - used for directional explosions
  - explosionDirZ - used for directional explosions
  - hit - hit parameter which is defined in given ammo type
  - damage - damage caused by hit
  - dustness - dustness of material
  - randomValue - random value
  - distToWater - vertical distance to sea level

#### effectName (GunParticles)

- Description: Weapon muzzle effect.
- Path: configFile >> CfgWeapons >> *Weapon_class* >> GunParticles >> *Random_class_name*
- Type of emitter: real-time emitter
- Variables:
  - positionX - position of the memorypoint defined in parameter positionName as vector
  - positionY - position of the memorypoint defined in parameter positionName as vector
  - positionZ - position of the memorypoint defined in parameter positionName as vector
  - directionX - direction to the memorypoint defined in parameter directionName as vector in world coord
  - directionY - direction to the memorypoint defined in parameter directionName as vector in world coord
  - directionZ - direction to the memorypoint defined in parameter directionName as vector in world coord
  - directionLocalX - direction to the memorypoint defined in parameter directionName as vector in weapon coord
  - directionLocalY - direction to the memorypoint defined in parameter directionName as vector in weapon coord
  - directionLocalZ - direction to the memorypoint defined in parameter directionName as vector in weapon coord
  - vehicleSpeedX - weapon movement as vector in world coord
  - vehicleSpeedY - weapon movement as vector in world coord
  - vehicleSpeedZ - weapon movement as vector in world coord
  - vehicleSpeedSize - speed of weapon movement
  - vehicleSpeedLocalX - weapon movement as vector in weapon coord
  - vehicleSpeedLocalY - weapon movement as vector in weapon coord
  - vehicleSpeedLocalZ - weapon movement as vector in weapon coord
  - vehicleSpeedLocalSize - speed of weapon movement
  - isWaterSurface - 1 if the surface under weapon is land, -1 for water
  - distToSurface - vertical distance between muzzle and surface
  - dustness - dustness of surface
  - humidity - humidity of the air (depends on rain)
- Related parameters:
  - directionName - direction stored in direction variables (string - memorypoint)
  - positionName - position stored in position variables (string - memorypoint)

*Example:*

```cpp
class CfgWeapons
{
    class LMG_Minigun
    {
        class gunParticles
        {
            class effect1
            {
                positionName    = "machinegun_eject_pos";
                directionName    = "machinegun_eject_dir";
                effectName        = "MachineGunCartridge1";
            };

            class effect2
            {
                positionName    = "machinegun_end";
                directionName    = "machinegun_beg";
                effectName        = "MachineGun1";
            };
        };
    };
};
```

#### effect (Exhausts)

- Description: Vehicle's exhaust effects.
- Path: configFile >> CfgVehicles >> *Vehicle_class* >> Exhausts >> *Random_class_name*
- Type of emitter: real-time emitter
- Variables:
  - intensity
  - damage - damage of vehicle
  - positionX - position of the memorypoint defined in parameter position as vector
  - positionY - position of the memorypoint defined in parameter position as vector
  - positionZ - position of the memorypoint defined in parameter position as vector
  - speedX - speed of the vehicle as vector
  - speedY - speed of the vehicle as vector
  - speedZ - speed of the vehicle as vector
  - vehicleSpeedSize - speed of vehicle as scalar
  - engineOn - starting (temperature) of engine
  - distToWater - vertical distance between position memorypoint and sea level
  - randomValue - generated when the vehicle is created
- Related parameters:
  - direction - direction stored in position variables (string - memorypoint)
  - position - position stored in position variables (string - memorypoint)

*Example:*

```cpp
class CfgVehicles
{
    class Ifrit_Base
    {
        class Exhausts
        {
            class Exhaust1
            {
                position    = "exhaust_pos";
                direction    = "exhaust_dir";
                effect        = "ExhaustEffectHTruck";
            };
        };
    };
};
```

#### effectName (WingVortices)

- Description: Wingtip vortices and similar effects on planes.
- Path: configFile >> CfgVehicles >> *Vehicle_class* >> WingVortices >> *Random_class_name*
- Type of emitter: real-time emitter
- Variables:
  - positionX - position of the memorypoint defined in parameter position as vector
  - positionY - position of the memorypoint defined in parameter position as vector
  - positionZ - position of the memorypoint defined in parameter position as vector
  - speedX - speed of the vehicle as vector
  - speedY - speed of the vehicle as vector
  - speedZ - speed of the vehicle as vector
  - speed - speed of vehicle as scalar
  - accelX - acceleration of the vehicle as vector
  - accelY - acceleration of the vehicle as vector
  - accelZ - acceleration of the vehicle as vector
  - accel - acceleration of vehicle as scalar
  - altitude - altitude of the vehicle in meters
  - humidity - humidity of air
- Related parameters:
  - position - position stored in position variables (string - memorypoint)

*Example:*

```cpp
class CfgVehicles
{
    class Plane_Fighter_03_base_F
    {
        class WingVortices
        {
            class WingTipLeft
            {
                position    = "body_vapour_L_E";
                effectName    = "WingVortices";
            };
        };
    };
};
```

<sub>Source: [BI Community Wiki — Arma 3: Particle Effects: Config Parameters](https://community.bistudio.com/wiki/Arma_3:_Particle_Effects:_Config_Parameters) (revision 376917).</sub>
