Arma 3
Emitter 3Ditor
209 Comments
h-  [author] Mar 16 @ 11:29pm 
Shows up for me when I test that.
I didn't pack the whole thing, just did the cloudlets part.

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

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

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

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

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


"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ben Martin Box Oct 17, 2021 @ 8:42pm 
Hello h-,

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

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

Arma 3 (latest version) 2.06.148221

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

If using Zeus and wanting to be able to interact with the emitters the one being Zeus needs to run the mod (no idea if server too though, MP is not something I know a lot about); Zeus can move, delete and turn emitters on/off (emitters must be enabled for Zeus).
Predator14 Dec 18, 2020 @ 8:40am 
COMPATIBLE MP ?
Alohacajun Oct 25, 2020 @ 8:34am 
This is one of the best Eden extensions I've used. It has it's buggy moments at times, but it's always recovered. Absolutely recommend this to any A3 scenario creator. The ability to place down particle emitters and light points is essential to creating a realistic/immersive atmosphere. Thanks a ton for this tool man, keep it up!