R part

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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
}