Difference between revisions of "R part"
(switch to old format, it was better) |
(→Particle Fields) |
||
Line 110: | Line 110: | ||
<br /> | <br /> | ||
== Particle Fields == | == Particle Fields == | ||
+ | |||
+ | Fields are in the format of <fieldname> <fieldparam1> ... <fieldparamn> and are seperated by new lines.<br /> | ||
+ | <br /> | ||
+ | <b>Example:</b><br /> | ||
+ | |||
+ | r_part t_grenade | ||
+ | { | ||
+ | die 0.8 | ||
+ | diesubrand 0.4 | ||
+ | texture "particles/quake" | ||
+ | step 5 | ||
+ | scale 4 | ||
+ | alpha 0.7 | ||
+ | rgb 192 192 192 | ||
+ | rgbdelta -128 -128 -128 | ||
+ | spawnorg 4 | ||
+ | gravity -40 | ||
+ | } | ||
+ | |||
+ | See [[Particle Field List]] for a list of fields usable with particle effects.<br /> | ||
=== Special Case Field Inheritance === | === Special Case Field Inheritance === |
Revision as of 02:28, 23 November 2005
Syntax: r_part <effectname> { <effectfields> }
Defines a particle effect with given properties defined in effectfields. This command will wipe all particles/beams in use for an existing particle effect and all previous properties with it.
Parameters:
- effectname: name of the particle effect to assign
- particlefields: list of properties to assign to named particle effect
Contents
Special Particle Names
Point effects
Assigning to these names control point effects, which are effects with a start point and possibly a direction, such as gunshot impacts.
- te_blob: TE_TAREXPLOSION (Tar baby explosion)
- te_blood: QuakeWorld TE_BLOOD and DP_TE_BLOOD (blood from damage)
- te_explosion: TE_EXPLOSION (rocket and grenade explosion)
- te_gunshot: TE_GUNSHOT (shotgun wall impacts)
- te_knightspike: TE_KNIGHTSPIKE (Hell Knight projectile impact)
- te_lavasplash: TE_LAVASPLASH (Chthon lava splash)
- te_lightningblood: QuakeWorld TE_LIGHTNINGBLOOD (lightning damage)
- te_spike: TE_SPIKE (nailgun nail impact)
- te_superspike: TE_SUPERSPIKE (super nailgun nail impact)
- te_teleportsplash: TE_TELEPORT (teleport and respawn)
- te_wizspike: TE_WIZSPIKE (Scrag projectile impact)
- te_bullet: FTE_PEXT_TE_BULLET's TE_BULLET
- te_superbullet: FTE_PEXT_TE_BULLET's TE_SUPERBULLET
- te_bigexplosion: DarkPlaces TE_BIGEXPLOSION
- te_bloodshower: DP_TE_BLOODSHOWER
- te_cube[_g][_<c>]: DP_TE_PARTICLECUBE, [_g] is with/without gravity from call, c is specific color which is optional
- te_explosionquad: DP_TE_QUADEFFECTS1's TE_EXPLOSIONQUAD
- te_flamejet: DP_TE_FLAMEJET
- te_gunshotquad: DP_TE_QUADEFFECTS1's TE_GUNSHOTQUAD
- te_plasma: DarkPlaces TE_PLASMA
- te_rain[_<c>]: DP_TE_PARTICLERAIN, c is specific color from call which is optional
- te_smoke: DarkPlaces TE_SMOKE
- te_snow[_<c>]: DP_TE_PARTICLESNOW, c is specific color from call which is optional
- te_spark: DP_TE_SPARK
- te_spikequad: DP_TE_QUADEFFECTS1's TE_SPIKEQUAD
- te_superspikequad: DP_TE_QUADEFFECTS1's TE_SUPERSPIKEQUAD
- te_bfg_bigexplosion: Quake 2's TE_BFG_BIGEXPLOSION (BFG core explosion)
- te_blasterparticles: Quake 2's TE_BLASTER (blaster projectile impact)
- te_blaster2: Quake 2's TE_BLASTER2 and TE_FLECHETTE
- te_greenblood: Quake 2's TE_GREENBLOOD
- te_moreblood: Quake 2's TE_MOREBLOOD
- te_tracker_explosion: Quake 2's TE_TRACKER_EXPLOSION
- te_widowsplash: Quake 2's TE_WIDOWSPLASH
Beams
Assigning to these names will control beam effects, which are effects with a given start and end point.
- 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
- te_bubbletrail: Quake 2 TE_BUBBLETRAIL (bullet underwater bubble trails)
- 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)
- 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)
Beam end points
Assigning to these names will add effects at the ends of beam point much like point effects.
- te_beam_end: TE_BEAM end point
- te_lightning1_end: TE_LIGHTNING1 end point
- te_lightning2_end: TE_LIGHTNING2 end point
- te_lightning3_end: TE_LIGHTNING3 end point
- te_grapple_cable_end: Quake 2 TE_GRAPPLE_CABLE end point
- te_parasite_attack_end: Quake 2 TE_PARASITE_ATTACK end point
Trails
Assigning to these names will control model effects and gamecode trails.
- t_altrocket: Alternate rocket trail, see r_rockettrail
- t_gib: EF_GIB model flag (Gib)
- t_grenade: EF_GRENADE model flag (Grenade)
- t_rocket: EF_ROCKET model flag (Rocket)
- t_tracer: EF_TRACER model flag (Scrag projectile)
- t_tracer2: EF_TRACER2 model flag (Knight projectile)
- t_tracer3: EF_TRACER3 model flag (Vore projectile)
- t_zombiegib: EF_ZOMGIB model flag (Zombie gib)
- t_blastertrail: Quake 2 EF_BLASTER effect (blaster projectile)
- t_acidball: Hexen 2 EF_ACIDBALL model flag
- t_bloodshot: Hexen 2 EF_BLOODSHOT model flag
- t_boneshard: Hexen 2 EF_BONESHARD model flag (Necromancer bone shard projectiles)
- t_fireball: Hexen 2 EF_FIREBALL model flag
- t_ice: Hexen 2 EF_ICE model flag
- t_magicmissile: Hexen 2 EF_MAGICMISSILE model flag (Necromancer magic missiles)
- t_scarab: Hexen 2 EF_SCARAB model flag (Assassin scarab weapon projectile)
- t_setstaff: Hexen 2 EF_SETSTAFF model flag
- t_spit: Hexen 2 EF_SPIT model flag
- t_spell: Hexen 2 EF_SPELL model flag
- t_vorpmissile: Hexen 2 EF_VORPMISSILE model flag
Emitters
Assigning to these names controls fixed emitted effects.
- ef_entityparticles: NetQuake EF_BRIGHTFIELD
Miscellaneous
- pe_pointfile: used with pointfile
- pe_default: default inherited effect for point effects
- pe_defaulttrail: default inherited effect for trail and beam effects
- pe_size2: inherited effect for effects with a called count > 20
- pe_size3: inherited effect for effects with a called count > 130
- pe_<c>: NetQuake particle call, c is specific color from call
- pe2[_<e>]_<c>: Hexen 2 particle2 call, e is specific effect number from call which is optional, c is specific color
- pe3[_<e>]_<c>: Hexen 2 particle3 call, e is specific effect number from call which is optional, c is specific color
- pe4[_<e>]_<c>: Hexen 2 particle4 call, e is specific effect number from call which is optional, c is specific color
Particle Fields
Fields are in the format of <fieldname> <fieldparam1> ... <fieldparamn> and are seperated by new lines.
Example:
r_part t_grenade { die 0.8 diesubrand 0.4 texture "particles/quake" step 5 scale 4 alpha 0.7 rgb 192 192 192 rgbdelta -128 -128 -128 spawnorg 4 gravity -40 }
See Particle Field List for a list of fields usable with particle effects.