Difference between revisions of "R part"
From FTE
(some of these are Tei extensions? no way to track them right now) |
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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) | * Point effects (effects with a start point and possibly a direction, such as a gunshot) | ||
− | ** te_gunshot: | + | ** 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_teleport: TE_TELEPORT (teleport and respawn) | ||
+ | ** te_superspike: TE_SUPERSPIKE (super nailgun nail impact) | ||
+ | ** 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_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_smoke: DarkPlaces TE_SMOKE | ||
+ | ** te_spark: [[DP_TE_SPARK]] | ||
+ | ** te_spikequad: [[DP_TE_QUADEFFECTS1]]'s TE_SPIKEQUAD | ||
+ | ** te_superspikequad: [[DP_TE_QUADEFFECTS1]]'s TE_SUPERSPIKEQUAD | ||
* 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: TE_BEAM (Rogue expansion effect) |
** te_lightning1: TE_LIGHTNING1 (Shambler lightning) | ** te_lightning1: TE_LIGHTNING1 (Shambler lightning) | ||
** te_lightning2: TE_LIGHTNING2 (player shaft lightning) | ** te_lightning2: TE_LIGHTNING2 (player shaft lightning) | ||
** te_lightning3: TE_LIGHTNING3 (Chthon trap lightning) | ** te_lightning3: TE_LIGHTNING3 (Chthon trap lightning) | ||
** te_nexbeam: DarkPlaces TE_TEI_G3 (Nexuiz Nex weapon) | ** te_nexbeam: DarkPlaces TE_TEI_G3 (Nexuiz Nex weapon) | ||
− | ** te_plasmaburn: [[DP_TE_PLASMABURN]] | + | ** te_plasmaburn: [[DP_TE_PLASMABURN]] |
− | ** | + | ** te_bubbletrail: Quake 2 TE_BUBBLETRAIL (bullet underwater bubble trails) |
− | |||
− | |||
** te_debugtrail: Quake 2 TE_DEBUGTRAIL | ** te_debugtrail: Quake 2 TE_DEBUGTRAIL | ||
** te_grapple_cable: Quake 2 TE_GRAPPLE_CABLE (CTF grapple weapon) | ** te_grapple_cable: Quake 2 TE_GRAPPLE_CABLE (CTF grapple weapon) | ||
** te_parasite_attack_end: Quake 2 TE_PARASITE_ATTACK (parasite monster attack) | ** 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_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) | * 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 |
Revision as of 01:27, 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_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_teleport: TE_TELEPORT (teleport and respawn)
- te_superspike: TE_SUPERSPIKE (super nailgun nail impact)
- 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_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_smoke: DarkPlaces TE_SMOKE
- te_spark: DP_TE_SPARK
- te_spikequad: DP_TE_QUADEFFECTS1's TE_SPIKEQUAD
- te_superspikequad: DP_TE_QUADEFFECTS1's TE_SUPERSPIKEQUAD
- 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: 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 }