Description
- This function is designed as part of set of functions to implement semi-authenthic ejection system on fixed wing aircrfat that have such functionality enabled/configured.
- Function created to add FX (sound/particles) for ejection feature.
Syntax
[plane, ejectionSeat] spawn BIS_fnc_planeEjectionFX
Parameters:
plane: Object - vehicle with ejection system (plane part) set up in its configejectionSeat: Object - vehicle with ejection system (seat part) set up in its config
Returns: Nothing
Examples
Example 1
[_myPlane, _myEjectionSeat] spawn BIS_fnc_planeEjectionFX;
Function header
The comment at the top of the function's file in the game; this page's description come from it.
/*
Author: Bravo Zero One development
- John_Spartan
Description:
- This function is designed as part of set of functions to implement semi-authenthic ejection system on fixed wing aircrfat that have such functionality enabled/configured.
- Function created to add FX (sound/particles) for ejection feature.
Exucution:
- Call from within the main ejection fnc (on demand).
Example:
[_plane, _ejectionSeat] spawn BIS_fnc_planeEjectionFX;
Requirments:
- Compatible ejector seat must have a hide animation for rocket motor flash and position for FX to be attached. (TO DO PARAMETARIZE)
Inehector seats model.cfg
class Animations
{
class Rocket_Flash_hide
{
type = "hide";
source = "user";
selection = "rocket_flash";
sourceAddress = "mirror";
minValue = -1.5;
maxValue = 0;
hideValue = 0.99;
};
};
Parameter(s):
_this select 0: mode (Scalar)
0: plane/object
1: ejector seat/object
Returns: nothing
Result: Set of particle FX and sound FX will be aplied to ejection feature.
*/
See also
BIS_fnc_planeEjection · BIS_fnc_planeAiEject · BIS_fnc_ejectionSeatRelease