Posted on October 1st, 2012 | Last modified on February 5th, 2023
- effect NAME // unique desired name of the effect
- type alphastatic/static/spark/beam/rain/raindecal/snow/bubble/blood/decal/entityparticle // type of particle to spawn (defines some aspects of behavior)
- count f // total count of particles to create
- countabsolute f // absolute total particles to ever create
- color h h (HEX) // range of colors to choose from in hex RRGGBB (like HTML color tags), randomly interpolated at spawn
- tex i i // a random texture is chosen in this range (note the second value is one past the last choosable
// so for example 8,16 chooses any from 8 up and including 15) if start and end of the range are the same
// no randomization is done
- size start end timescale (floats) // range of size values randomly chosen when spawning
- sizeincrease f // size increase over time
- alpha start end ? // range of alpha values randomly chosen when spawning, plus alpha fade
- time f f // how long the particle should live (note it is also removed if alpha drops to 0)
- gravity f // how much gravity affects this particle (negative makes it fly up!)
- bounce f // how much bounce the particle has when it hits a surface, if negative the particle is removed on impact
- airfriction f // if in air this friction is applied, if negative the particle accelerates
- liquidfriction f // if in liquid (water/slime/lava) this friction is applied, if negative the particle accelerates
- originoffset x y z // origin offset from the original origin
- velocityoffset x y z // velocity offset from the original velocity
- originjitter x y z // random origin for the particle to be spawned at
- velocityjitter x y z // random velocity for the particle to have
- velocitymultiplier x // velocity multiplier
- lightradius f // an effect can also spawn a dlight, light radius
- lightradiusfade f // light falloff
- lighttime f // duration of the light
- lightcolor r g b (floats) // light colour
- lightshadow i // if the light casts shadows
- lightcubemapnum i // cubemap to use for the light
- underwater // effect is for underwater only
- notunderwater // effect is for out of water only
- trailspacing f // causes the particle to spawn in an evenly spaced line from originmins to originmaxs (causing them to describe a trail, not a box)