33 float dispersion = 80;
37 vector to = from + (ori.AnglesToVector() )* 30;
42 bool is_collision =
DayZPhysics.RaycastRV( from, to, contact_pos, contact_dir, contactComponent, NULL , NULL, GetHierarchyRootPlayer(),
false,
false, ObjIntersectIFire);
46 vector hit_normal = contact_dir.VectorToAngles();
47 hit_normal[1] = hit_normal[1] + 90;
51 p.SetOrientation(hit_normal);
Legacy way of using particles in the game.
static Particle PlayInWorld(int particle_id, vector global_pos)
Creates a particle emitter on the given position and activates it.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)