---
name: "setParticleFire"
type: command
status: ok
groups: ["Particles"]
arma3_since: "1.08"
locality: {"argument": "global", "effect": "local", "server_exec": false}
source: https://community.bistudio.com/wiki/setParticleFire
revid: 330030
updated: 2022-08-15T14:55:31Z
---

# setParticleFire

*Command · Particles · Arma 3 v1.08*

Locality: arguments **global** · effect **local**

## Description

Set fire parameters to particle effect.

Note: You need to create emitter at first. Basic parameters of particle effect must be defined too. You can use script commands [setParticleClass](../commands/setParticleClass.md) or [setParticleParams](../commands/setParticleParams.md) to do so (see example). Correspondence between CfgCloudlets class param names and command array of params:

```sqf
particleSource setParticleFire
[
    coreIntensity,
    coreDistance,
    damageTime
];
```

## Syntax

```sqf
source setParticleFire [coreIntensity, coreDistance, damageTime]
```

**Parameters:**

- `source`: [Object](../topics/Object.md)
- `coreIntensity`: [Number](../topics/Number.md) - damage in the center of fire
- `coreDistance`: [Number](../topics/Number.md) - how far can unit get damage
- `damageTime`: [Number](../topics/Number.md) - how often is unit getting damage

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
_emitter = "#particlesource" createVehicleLocal (getPos player);
_emitter setParticleClass "MediumSmoke";
_emitter setParticleFire [0.3,1.0,0.1];
```

## See also

Arma 3: Particle Effects · ParticleArray · [setParticleParams](../commands/setParticleParams.md) · [setParticleRandom](../commands/setParticleRandom.md) · [setParticleCircle](../commands/setParticleCircle.md) · [setDropInterval](../commands/setDropInterval.md) · [drop](../commands/drop.md) · [setParticleClass](../commands/setParticleClass.md)

## Community notes

**AgentRev** — 2018-04-09

Using this command on a dedicated server or headless client seems to have no effect on [local](../topics/Multiplayer_Scripting.md#locality) AI units, they will walk thru the fire unscathed.

<sub>Source: [BI Community Wiki — setParticleFire](https://community.bistudio.com/wiki/setParticleFire) (revision 330030).</sub>
