Difference between revisions of "R part"

From FTE
Jump to: navigation, search
(misc added)
(switch to old format, it was better)
Line 1: Line 1:
 
<br />
 
<br />
<b>Syntax:</b> r_part <effectname> { ... }<br />
+
<b>Syntax:</b> r_part <effectname> { <effectfields> }<br />
 
<br />
 
<br />
Defines a particle effect with given properties defined in fields. See [[Particle Fields]].<br />
+
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.<br />
 
<br />
 
<br />
The following effectnames are special:
+
<b>Parameters:</b>
* Point effects (effects with a start point and possibly a direction, such as a gunshot)
+
* <b>effectname</b>: name of the particle effect to assign
** te_blob: TE_TAREXPLOSION (Tar baby explosion)
+
* <b>particlefields</b>: list of properties to assign to named particle effect
** 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 (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]]
 
** 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 (point effects end points of beam temporary entity 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 (model trails and effect 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 (emitting 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
 
 
<br />
 
<br />
Example:<br />
+
== Special Particle Names ==
// defines a simple, ugly explosion replacement effect
+
=== Point effects ===
r_part te_explosion
+
Assigning to these names control point effects, which are effects with a start point and possibly a direction, such as gunshot impacts.<br />
{
+
<br />
    die 1
+
* te_blob: TE_TAREXPLOSION (Tar baby explosion)
    count 15
+
* te_blood: QuakeWorld TE_BLOOD and [[DP_TE_BLOOD]] (blood from damage)
    alpha 0.7
+
* te_explosion: TE_EXPLOSION (rocket and grenade explosion)
    rgb 255 196 32
+
* te_gunshot: TE_GUNSHOT (shotgun wall impacts)
    rgbdelta -64 -64 -64
+
* te_knightspike: TE_KNIGHTSPIKE (Hell Knight projectile impact)
    scale 20
+
* te_lavasplash: TE_LAVASPLASH (Chthon lava splash)
    spawnorg 64
+
* 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.<br />
 +
<br />
 +
* 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.<br />
 +
<br />
 +
* 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.<br />
 +
<br />
 +
* 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.<br />
 +
<br />
 +
* 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
 +
<br />
 +
== Particle Fields ==
 +
 
 +
=== Special Case Field Inheritance ===
 +
 
 +
== Associating Effects ==
 +
 
 +
== Spawn Modes ==
 +
 
 +
== Particle Types ==
 +
 
 +
== Creating Ramps ==
 +
 
 +
== Using Emitters ==

Revision as of 02:23, 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


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

Special Case Field Inheritance

Associating Effects

Spawn Modes

Particle Types

Creating Ramps

Using Emitters