Difference between revisions of "R part"
From FTE
(first incomplete revision) |
|||
Line 5: | Line 5: | ||
<br /> | <br /> | ||
The following effectnames are special: | The following effectnames are special: | ||
+ | * Point effects (effects with a start point and possibly a direction, such as a gunshot) | ||
+ | ** te_gunshot: | ||
* Beams (effects with a start and end point, such as shaft lightning) | * Beams (effects with a start and end point, such as shaft lightning) | ||
− | ** te_beam: | + | ** te_beam: TE_BEAM, Rogue expansion effect |
− | ** te_lightning1: | + | ** te_lightning1: TE_LIGHTNING1 (Shambler lightning) |
− | ** te_lightning2: | + | ** te_lightning2: TE_LIGHTNING2 (player shaft lightning) |
− | ** te_lightning3: | + | ** te_lightning3: TE_LIGHTNING3 (Chthon trap lightning) |
− | ** te_nexbeam: | + | ** te_nexbeam: DarkPlaces TE_TEI_G3 (Nexuiz Nex weapon) |
− | ** te_stream_icechunks: | + | ** te_plasmaburn: [[DP_TE_PLASMABURN]], DarkPlaces TE_PLASMABURN |
− | ** te_stream_sunstaff: | + | ** te_stream_icechunks: Hexen 2 TE_STREAM_ICECHUNKS |
− | ** te_stream_sunstaff2: | + | ** te_stream_sunstaff: Hexen 2 TE_STREAM_SUNSTAFF (Crusader's Sunstaff weapon) |
− | ** te_grapple_cable: | + | ** te_stream_sunstaff2: Hexen 2 TE_STREAM_SUNSTAFF2 (Crusader's Sunstaff weapon) |
− | ** te_parasite_attack_end: | + | ** te_debugtrail: Quake 2 TE_DEBUGTRAIL |
+ | ** te_grapple_cable: Quake 2 TE_GRAPPLE_CABLE (CTF grapple weapon) | ||
+ | ** te_parasite_attack_end: Quake 2 TE_PARASITE_ATTACK (parasite monster attack) | ||
+ | ** te_railtrail: Quake 2 TE_RAILTRAIL or ZQuake's rail trails (railgun) | ||
* Beam end points (point effects end points of beam temporary entity effects) | * Beam end points (point effects end points of beam temporary entity effects) | ||
** te_beam_end: used for TE_BEAM end point | ** te_beam_end: used for TE_BEAM end point | ||
Line 23: | Line 28: | ||
** te_grapple_cable_end: used for Quake 2 TE_GRAPPLE_CABLE end point | ** te_grapple_cable_end: used for Quake 2 TE_GRAPPLE_CABLE end point | ||
** te_parasite_attack_end: used for Quake 2 TE_PARASITE_ATTACK end point | ** te_parasite_attack_end: used for Quake 2 TE_PARASITE_ATTACK end point | ||
+ | * Miscellaneous | ||
<br /> | <br /> | ||
Example:<br /> | Example:<br /> | ||
− | |||
// defines a simple, ugly explosion replacement effect | // defines a simple, ugly explosion replacement effect | ||
r_part te_explosion | r_part te_explosion |
Revision as of 01:04, 23 November 2005
Syntax: r_part <effectname> { ... }
Defines a particle effect with given properties defined in fields. See Particle Fields.
The following effectnames are special:
- Point effects (effects with a start point and possibly a direction, such as a gunshot)
- te_gunshot:
- Beams (effects with a start and end point, such as shaft lightning)
- te_beam: TE_BEAM, Rogue expansion effect
- te_lightning1: TE_LIGHTNING1 (Shambler lightning)
- te_lightning2: TE_LIGHTNING2 (player shaft lightning)
- te_lightning3: TE_LIGHTNING3 (Chthon trap lightning)
- te_nexbeam: DarkPlaces TE_TEI_G3 (Nexuiz Nex weapon)
- te_plasmaburn: DP_TE_PLASMABURN, DarkPlaces TE_PLASMABURN
- te_stream_icechunks: Hexen 2 TE_STREAM_ICECHUNKS
- te_stream_sunstaff: Hexen 2 TE_STREAM_SUNSTAFF (Crusader's Sunstaff weapon)
- te_stream_sunstaff2: Hexen 2 TE_STREAM_SUNSTAFF2 (Crusader's Sunstaff weapon)
- te_debugtrail: Quake 2 TE_DEBUGTRAIL
- te_grapple_cable: Quake 2 TE_GRAPPLE_CABLE (CTF grapple weapon)
- te_parasite_attack_end: Quake 2 TE_PARASITE_ATTACK (parasite monster attack)
- te_railtrail: Quake 2 TE_RAILTRAIL or ZQuake's rail trails (railgun)
- Beam end points (point effects end points of beam temporary entity effects)
- te_beam_end: used for TE_BEAM end point
- te_lightning1_end: used for TE_LIGHTNING1 end point
- te_lightning2_end: used for TE_LIGHTNING2 end point
- te_lightning3_end: used for TE_LIGHTNING3 end point
- te_grapple_cable_end: used for Quake 2 TE_GRAPPLE_CABLE end point
- te_parasite_attack_end: used for Quake 2 TE_PARASITE_ATTACK end point
- Miscellaneous
Example:
// defines a simple, ugly explosion replacement effect r_part te_explosion { die 1 count 15 alpha 0.7 rgb 255 196 32 rgbdelta -64 -64 -64 scale 20 spawnorg 64 }