28 float stopping_force = in_speedf * projectile_weight_coef;
48 return stopping_force;
53 super.Event_OnStarted();
73 float rnd_offset = 0.5;
74 float rnd_offset_2 = rnd_offset * 0.5;
78 pos = pos + ( speed_vector * 0.001 );
83 eff.SetAutodestroy(
true);
90 blood.SetOrientation(ori);
94 blood_chunks.SetOrientation(ori);
96 power = power * decay_coef;
149 float current_FOV =
Camera.GetCurrentFOV();
150 float config_FOV =
GetDayZGame().GetUserFOVFromConfig();
151 float FOV_scale = current_FOV / config_FOV;
152 scaling_by_distance = scaling_by_distance * FOV_scale;
154 if (scaling_by_distance > 5)
155 scaling_by_distance = 5;
157 size = size + scaling_by_distance;
158 velocity_min = velocity_min + scaling_by_distance;
159 velocity_max = velocity_max + scaling_by_distance;
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
proto native float SurfaceY(float x, float z)
proto native vector GetCurrentCameraPosition()
vector GetSurfaceOrientation(float x, float z)
Returns tilt of the ground on the given position in degrees, so you can use this value to rotate any ...
void SetExitParticle(int id)
void SetEnterParticle(int id)
void EffBulletImpactBase()
void SetRicochetParticle(int id)
static float DEFAULT_PROJECTILE_WEIGHT
Particle GetParticle()
Gets the main particle which this Effect is managing.
void EffectParticle()
ctor
override void Event_OnStarted()
override void OnEnterCalculations(Particle p)
void BloodSplatGround(vector start_pos, vector speed_vector, float decay_coef)
float m_ScalingByDistance
override void OnExitCalculations(Particle p, float outSpeedf)
override float CalculateStoppingForce(float in_speedf, float out_speedf, string ammoType, float weight)
void ScaleParticleParam(int parameter_id, float coef)
Scales the given parameter on all emitors relatively to their CURRENT value.
Legacy way of using particles in the game.
static const int IMPACT_MEATBONES_ENTER
static const int BLOOD_SURFACE_CHUNKS
static const int IMPACT_MEATBONES_RICOCHET
static const int IMPACT_MEATBONES_EXIT
static int PlayInWorld(notnull Effect eff, vector pos)
Play an Effect.
Manager class for managing Effect (EffectParticle, EffectSound)
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].
class JsonUndergroundAreaTriggerData GetPosition