class ParticleManagerSource
ParticleManager › Managed
All members, including inherited
Constructors 2
void ParticleManager(ParticleManagerSettings settings)Constructor (ctor)
settingsParticleManagerSettingsSettings for the ParticleManager
void ~ParticleManager()dtor
Members 1
private static ref ParticleManager g_ParticleManagerMethods 41
static ParticleManager GetInstance()Access to the static ParticleManager
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, SetName(), ParticleManagerConstants.FLAGS, g_ParticleManager, and ParticleManagerConstants.POOL_SIZEstatic void CleanupInstance()To clean it up properly before game closes
ParticleSource CreateParticle(int id, vector pos, bool playOnCreation = false, Object parent = null, vector ori = vector.Zero, bool forceWorldRotation = false, Class owner = null)Create function
idintParticle ID registered in ParticleListposvectorPosition of ParticleSource in LS (WS when no parent)playOnCreationboolWhether to play immediately after creation (Optional)parentObjectParent Object which will child the ParticleSource (Optional)orivectorOrientation of ParticleSource in LS (WS when no parent) (Pitch, Yaw, Roll in degrees) (Optional)forceWorldRotationboolForces orientation to rotate relative to the world and not with the parent (Optional)ownerClassThe owning instance for this particle (Optional)
Returns: ParticleSource Created particle instance when successful
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, PlayInWorldEx(), and PlayOnObject()ParticleSource CreateParticleEx(int id, vector pos, int flags = ParticlePropertiesFlags.NONE, Object parent = null, vector ori = vector.Zero, Class owner = null)Master create function
idintParticle ID registered in ParticleListposvectorPosition of ParticleSource in LS (WS when no parent)flagsintSee ParticlePropertiesFlags (Optional)parentObjectParent Object which will child the ParticleSource (Optional)orivectorOrientation of ParticleSource in LS (WS when no parent) (Pitch, Yaw, Roll in degrees) (Optional)ownerClassThe owning instance for this particle (Optional)
Returns: ParticleSource Created particle instance when successful
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, ParticleList.GetParticleFullPath(), and new ParticleProperties()ParticleSource CreateOnObject(int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_world_rotation = false)Creates a particle emitter and attaches it on the given object
particle_idintParticle ID registered in ParticleListparent_objObjectInstance on which this particle will be attachedlocal_posvectorAttachment position local to the parent (Optional)local_orivectorOrientation local to the parent (Pitch, Yaw, Roll in degrees) (Optional)force_world_rotationboolForces particle's orientation to rotate relative to the world and not with the object (Optional)
Returns: ParticleSource Created particle instance
ParticleSource Create(int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0")Legacy function for backwards compatibility
ParticleSource CreateInWorld(int particle_id, vector global_pos, vector global_ori = "0 0 0", bool force_world_rotation = false)Creates a particle emitter on the given position
particle_idintParticle ID registered in ParticleListglobal_posVectorPosition where the particel will be createdglobal_orivectorOrientation (Pitch, Yawn, Roll in degrees) (Optional)force_world_rotationboolHas absolutely no effect here as there is no parent
Returns: ParticleSource Created particle instance
ParticleSource Create(int particle_id, vector global_pos, vector global_ori = "0 0 0")Legacy function for backwards compatibility with 1.01 and below
ParticleSource PlayOnObject(int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0", bool force_world_rotation = false)Creates a particle emitter, attaches it on the given object and activates it
particle_idintParticle ID registered in ParticleListparent_objObjectInstance on which this particle will be attachedlocal_posvectorAttachment position local to the parent (Optional)local_orivectorOrientation local to the parent (Pitch, Yaw, Roll in degrees) (Optional)force_world_rotationboolForces particle's orientation to rotate relative to the world and not with the object (Optional)
Returns: ParticleSource Created particle instance
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, BarbedWire.Spark(), Bonfire.EEInit(), BroomBase.UpdateParticle(), CupidsBoltSimulation.OnFire(), DynamicArea_Flare.DynamicArea_Flare(), Edible_Base.UpdateVaporParticle(), ExplosivesBase.OnExplosionEffects(), FireplaceBase.PlayParticle(), FlammableBase.UpdateParticle(), Misc_TirePile_Burning_DE.EEInit(), Play(), ParticleTest.ParticleTest(), Roadflare.UpdateActiveParticles(), SmokeGrenadeBase.PlaySmokeParticle(), SmokeSimulation.OnFire(), WeaponParticlesBase.OnActivate(), Wreck_Mi8_Crashed.Wreck_Mi8_Crashed(), Wreck_SantasSleigh.Wreck_SantasSleigh(), and Wreck_UH1Y.Wreck_UH1Y()ParticleSource Play(int particle_id, Object parent_obj, vector local_pos = "0 0 0", vector local_ori = "0 0 0")Legacy function for backwards compatibility with 1.01 and below
ParticleSource PlayInWorld(int particle_id, vector global_pos)Creates a particle emitter on the given position and activates it
particle_idintParticle ID registered in ParticleListglobal_posVectorPosition where the particel will be created
Returns: ParticleSource Created particle instance
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, AnniversaryFireworksLauncherClientEventSecondary.OnExplode(), Bottle_Base.ParticleCookingStart(), DayZGame.ExplosionEffects(), DayZGame.OnRPC(), DestructionEffectBase.PlayParticle(), EasterEgg.PlayVFX(), EffBulletImpactBase.Event_OnStarted(), FireplaceBase.PlayParticle(), FireworksLauncher.OnFuseIgnitedClient(), FireworksLauncherClientEvent.OnExplode(), FireworksLauncherClientEvent.OnFired(), FireworksLauncherClientEventSecondary.OnExplode(), FlareSimulation.OnActivation(), FryingPan.ParticleCookingStart(), GeyserTrigger.UpdateGeyserState(), Grenade_ChemGas.OnDamageDestroyed(), Hit_MeatBones.BloodSplatGround(), HotSpringTrigger.SpawnVaporEffect(), Land_FuelStation_Feed.OnExplosionEffects(), Land_WarheadStorage_PowerStation.OnVariablesSynchronized(), MiscEffects.PlayVegetationCollideParticles(), Play(), PlayerBase.SetContaminatedEffectEx(), PlayerBase.SpawnBreathVaporEffect(), PlayerBase.SpawnDrowningBubbles(), Raycaster.DoMeasurement(), ScriptedLightBase.HandleDancingShadows(), and VolcanicTrigger.SpawnVaporEffect()ParticleSource PlayInWorldEx(int particle_id, Object parent_obj, vector global_pos, vector global_ori = "0 0 0", bool force_world_rotation = false)ParticleSource Play(int particle_id, vector global_pos)Legacy function for backwards compatibility with 1.01 and below
proto native int CreateParticles(array<ParticleSource> particles, string path, notnull ParticlePropertiesArray properties, int count = 1)Creates an amount of particles with the properties given
particlesarray<ParticleSource>The resulting particles if an array is givenpathstringPath of particle effectpropertiesParticlePropertiesProperties of the particles createdcountintAmount of particles to create with these properties
Returns: int Amount of particles created in this frame, if the ParticleManager is still allocating while this is called and virtual particles are enabled, the overflow particles will be virtual instead and not given in the out array
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, CreateParticlesByIdArr()ParticleSource CreateParticleByPath(string path, notnull ParticleProperties properties)Create a particle
pathstringPath of particle effectpropertiesParticlePropertiesProperties of the particles created
Returns: ParticleSource The resulting particle
int CreateParticlesById(int id, notnull ParticlePropertiesArray properties, int count)QoL function using script ParticleList, strongly recommend to read comments for CreateParticles as well
idintID of particle registered in ParticleListpropertiesParticlePropertiesProperties of the particles createdcountintAmount of particles to create with these properties
Returns: int Amount of particles created in this frame, if the ParticleManager is still allocating while this is called and virtual particles are enabled, the overflow particles will be virtual instead
array<ParticleSource> CreateParticlesByIdArr(int id, notnull ParticlePropertiesArray properties, int count)QoL function using script ParticleList, strongly recommend to read comments for CreateParticles as well
idintID of particle registered in ParticleListpropertiesParticlePropertiesProperties of the particles createdcountintAmount of particles to create with these properties
Returns: array<ParticleSource> The resulting particles - Read particles param of CreateParticles
ParticleSource CreateParticleById(int id, ParticleProperties properties)QoL function for when only one particle is needed using script ParticleList, strongly recommend to read comments for CreateParticles as well
idintID of particle registered in ParticleListpropertiesParticlePropertiesProperties of the particles created
Returns: ParticleSource The resulting particle
proto native int PlayParticles(out array<ParticleSource> particles, string path, notnull array<vector> positions, int count = 1)QoL function for when wanting to play a particle at a position right away
particlesarray<ParticleSource>The resulting particles if an array is givenpathstringPath of particle effectpositionsarray<vector>Positions of particlescountintAmount of particles to create at this position
Returns: int Amount of particles created in this frame, if the ParticleManager is still allocating while this is called and virtual particles are enabled, the overflow particles will be virtual instead and not given in the out array
QoL function using script ParticleList, strongly recommend to read comments for PlayParticles as well
idintID of particle registered in ParticleListpositionsarray<vector>Positions of particlescountintAmount of particles to create at this position
Returns: array<ParticleSource> The resulting particles - Read particles param of PlayParticles
ParticleSource PlayParticleById(int id, array<vector> position)QoL function for when only one particle is needed using script ParticleList, strongly recommend to read comments for PlayParticles as well
idintID of particle registered in ParticleListpositionsarray<vector>Positions of particles
Returns: ParticleSource The resulting particle
proto native ParticleSource GetParticle(int index)Manually get the particle at index
indexintIndex of particle
Returns: ParticleSource ParticleSource at given index
proto native int GetParticles(out array<ParticleSource> outArray, int startIndex, int count)Manually get a portion of the particles in the pool
particlesarray<ParticleSource>The resulting particlesstartIndexintStarting indexcountintAmount of particles to get
Returns: int Amount of particles in outArray
array<ParticleSource> GetParticlesEx(int startIndex, int count)Manually get a portion of the particles in the pool
startIndexintStarting indexcountintAmount of particles to get
Returns: array<ParticleSource> The resulting particles
proto native void SetName(string name)Set a name for the ParticleManager to identify it more easily
namestringName for ParticleManager
proto string GetName()Gets the name which is set for the ParticleManager, default is "ParticleSourceManager"
namestringName of ParticleManager
proto string GetDebugNameNative()Gets the debug name for the ParticleManager
dbgNamestring"name:id"
override string GetDebugName()Gets the debug name for the ParticleManager
Returns: string "name:id"
proto int GetCountID()Gets the ID for the ParticleManager
Returns: int ID for the ParticleManager (different every restart, as it is the nth instance created since the start of the program)
proto native static int GetStaticCount()Gets the amount of ParticleManager that have been created since the start of the program
Returns: int Amount of ParticleManager that have been created since the start of the program
proto native static int GetStaticActiveCount()Gets the amount of ParticleManager that are currently existing
Returns: int Amount of ParticleManager that are currently existing
proto native int GetPoolSize()Gets the fixed maximum size of the pool
Returns: int The fixed maximum size of the pool
proto native int GetAllocatedCount()Gets the amount of particles currently allocated
Returns: int Amount of particles currently allocated
proto native int GetVirtualCount()Gets the amount of virtual particles
Returns: int Amount of virtual particles currently waiting to be turned into real particles
proto native int GetPlayingCount()Gets the amount of playing particles
Returns: int Amount of currently playing particles
proto native bool IsFinishedAllocating()Checks if the ParticleManager has allocated all slots in the pool
Returns: bool True when the number of allocated particles is the same as the pool size
private proto Managed GetScriptEvents()Get the events
Returns: Managed If there is any events set, this will return them
ParticleManagerEvents GetEvents()Get the events
Returns: ParticleManagerEvents If there is any events set, this will return them so that additional functionality can be bound to them
void OnAllocation(array<ParticleSource> allocatedParticles)\name Events Events called from C++
void OnAllocationEnd()