Difference between revisions of "R part"
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− | <b>Syntax:</b> r_part <effectname> { | + | <b>Syntax:</b> r_part <effectname> { <effectfields> }<br /> |
<br /> | <br /> | ||
− | Defines a particle effect with given properties defined in | + | 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 /> | ||
− | + | <b>Parameters:</b> | |
− | + | * <b>effectname</b>: name of the particle effect to assign | |
− | + | * <b>particlefields</b>: list of properties to assign to named particle effect | |
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<br /> | <br /> | ||
− | + | == 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.<br /> | |
− | + | <br /> | |
− | + | * 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.<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
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