Reactive Building Effects

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Author: Condasoft

Last revision: 18 Feb, 2025 at 18:38 UTC

File size: 6.15 KB

On Steam Workshop

Description:

Disclaimer: I’m still trying to get to grip with creating particles which in and of themselves have almost resulted in me just launching my laptop out of frustration, this script works but it’s spaghetti code for now until I have become one with the particle system.

just like how shadow systems create natural light occlusion, this creates authentic particle flow occlusion. The dust and smoke dynamically interact with building geometry, flowing through doorways, around corners, and filling spaces naturally based on the structure’s layout. When an explosion hits, the particles propagate through the building following realistic paths, just as actual debris and smoke would move through a real structure. It’s a physics-based approach to environmental effects that treats buildings as true 3D spaces rather than static objects.

There is also a 5% chance that a fire might start somewhere in the building if an explosion occurs nearby to disable this just set it the probability to 0 or max number of fires to 0

This script uses a trigger’s init in order to initialize it. To use it in your own mission, you need to place the composition in the editor using the custom composition system, which can be found in the right panel of the editor.

You are free to use, modify, and distribute this script for personal or non-commercial projects. However, you may not use it or parts of it in any monetized content without contacting me for permission first.

If for some reason you would like to support me patreon.com/CondaScripts