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Apr 30th, 2017
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  1. span class="re5"> fpx_fnc_sandStorm = {
  2.     _eff = ppEffectCreate ["colorCorrections", 1501];
  3.     _eff ppEffectEnable true;
  4.     _eff ppEffectAdjust [1,1.02,-0.005,[0,0,0,0],[1,0.8,0.6,0.65],[0.199,0.587,0.115,0]];
  5.     _eff ppEffectCommit 10;
  6.  
  7.     _emitter = "Land_Bucket_F" createVehicleLocal (position player);
  8.     _emitter attachTo [player,[0,0,0]];
  9.     _emitter hideObject true;
  10.     _emitter allowDamage false;
  11.     _emitter enableSimulation false;
  12.  
  13.     _parent = "#particlesource" createVehicleLocal (getPosASL player);
  14.     _parent attachTo [_emitter,[0,0,0]];
  15.  
  16.     // create the children emitters that will follow the parent emitter
  17.     _objN = "#particlesource" createVehicleLocal (getPosASL player);
  18.     _objS = "#particlesource" createVehicleLocal (getPosASL player);
  19.     _objE = "#particlesource" createVehicleLocal (getPosASL player);
  20.     _objW = "#particlesource" createVehicleLocal (getPosASL player);
  21.  
  22.  
  23.     _parms = [
  24.         ["\A3\data_f\ParticleEffects\Universal\Universal", 16,12,13,0],
  25.         "",
  26.         "Billboard",
  27.         1,                  //Time Period
  28.         30,                 //LifeTime
  29.         [0,0,0],            //Position
  30.         wind,               //Velocity
  31.         0,                  //rotationVel
  32.         10,                 //Weight
  33.         7.84,               //Volume - higher number causes more float (in relation to weight)
  34.         0.0001,             //Rubbing
  35.         [5,15,10,15,20],    //Scale
  36.         [[.6,.5,.4,0.0],[.6,.5,.4,.04],[.6,.5,.4,.02],[.6,.5,.4,.03],[.6,.5,.4,.02],[.6,.5,.4,.01],[.6,.5,.4,.01],[.6,.5,.4,.01]], //Color
  37.         [1000],             //AnimSpeed
  38.         0,                  //randDirPeriod
  39.         0.0,                //randDirIntesity
  40.         "",
  41.         "",
  42.         _parent
  43.     ];
  44.     // define a master random array for the EFX
  45.     _params_rand = [0,                  // random time period
  46.         [0,0,-0.8],         // [+right, +forward, +upward] random position based on position emitter is attached to
  47.         [0,0,0],            // random velocity value
  48.         0,                  // random rotation value
  49.         0.215,              // random scale value (ie. .25 or 25% of the declared value in param array)
  50.         [0.02,0,0.02,0.106],    // randomized color
  51.         0,                  // random direction period value
  52.         0                   // random direction period intensity value
  53.     ];
  54.  
  55.     // for each child emitter, set class/circle and attach
  56.     {
  57.         _x setParticleClass "HousePartDust";
  58.         _x setParticleCircle [0.0,[0,0,0]];
  59.         _x attachTo [_parent,[0,0,0]];
  60.     } forEach [_objN,_objS,_objE,_objW];
  61.  
  62.     // master arrays are modified for each childs specific parameters, then applied to the child
  63.     _parms set [5,[0,100,0]];
  64.     _params_rand set [1,[70,0,-0.8]];
  65.     _objN setParticleParams _parms;
  66.     _objN setParticleRandom _params_rand;
  67.  
  68.     _parms set [4,20]; // lifetime
  69.     _parms set [5,[0,-40,0]];
  70.     _params_rand set [1,[70,0,-0.8]];
  71.     _objS setParticleParams _parms;
  72.     _objS setParticleRandom _params_rand;
  73.  
  74.     _parms set [5,[70,30,0]];
  75.     _params_rand set [1,[0,70,-0.8]];
  76.     _objE setParticleParams _parms;
  77.     _objE setParticleRandom _params_rand;
  78.  
  79.     _parms set [5,[-70,30,0]];
  80.     _params_rand set [1,[0,70,-0.8]];
  81.     _objW setParticleParams _parms;
  82.     _objW setParticleRandom _params_rand;
  83.  
  84.     {
  85.         _x setDropInterval 0.05;
  86.     } forEach [_objN,_objS,_objE,_objW];
  87. };
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