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particle-docs/ch02/pg2_1.htm

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<title>Particle Manual: General Keywords</title>
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<h1 class = "MsoTitle">Particle Manual</h1>
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<h1>2 General Keywords</h1>
<h2><a name = "type">2.1 type &lt;mode&gt;</a></h2>
<p><pre class = "type">
How the particles look.
Mode may be:
beam: valid only for trails. Particles form a single textured beam acting as nodes along it.
spark: particles are lines, their length depending upon their speed.
sparkfan: particles are non-planar triangle fans, their length depending upon their speed.
texturedspark: textured particles are aligned along their direction of movement, their length depending upon their speed, width equal to their scale.
cdecal/decal: particles are spawned only upon bsp geometry. They are clipped by it.
udecal: unclipped decal. exact semantics are subject to change.
normal/*default*: Particles are regular, rotating, 2d images.
</pre>
<h2><a name = "count">2.2 count &lt;min&gt; &lt;max&gt;</a></h2>
<p><pre class = "type">
Point/box effects only (not trails or beams)
Specifies how many particles are spawned per effect (some classic effects contain an extra scaler which is multiplied by the resulting value)
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<h2><a name = "assoc">2.3 assoc &lt;effectname&gt;</a></h2>
<p><pre class = "type">
Specifies another effect to spawn at the same time that this effect is spawned.
Thus allowing two sets of particles from one effect.
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<h2><a name = "die">2.4 die &lt;maximum age&gt; &lt;minimum age&gt;</a></h2>
<p><pre class = "type">
Specifies the maximum age of the particle, in seconds.
</pre>
<h2><a name = "spawnmode">2.5 spawnmode &lt;mode&gt; [arg1] [arg2]</a></h2>
<p><pre class = "type">
This affects how particles are positioned when they first spawn, and their initial velocities.
For point effects, mode may be one of:
box: simple axially aligned box of particles.
circle: particles spawn within a ball with uniform distance from the center. none will appear in the middle.
arg1: percentage of the circle to cover. a value of 5 will go around the circle 5 separate times. this can be used for weird beam effects.
areaspread: the radius of the ball
areaspreadvert: the height of the ball. if 0, will be a flat circle
ball: particles spawn randomly within a ball.
areaspread: the radius of the ball
areaspreadvert: the height of the ball. if 0, will be a flat circle.
telebox: matches quake's telebox
lavasplash: like chthon's lava splash
uniformcircle: particles are spawned in a circle with uniform distance between and from the center. z=0.
syncfield: particles spawn at predictable locations based upon time within a rough sphere. Only useful for effects that are regenerated+replaced every frame.
distball:
*default*: regular box. particles are spawned inside an axially aligned box.
For trail effects, mode may be one of:
spiral: particles are given velocities perpendicular to the direction based on the distance moved.
tracer: particles spawn with alternating horizontal velocities (a wake effect).
*default*: particles spawn as a regular trail.
</pre>
<h2><a name = "clippeddecal">2.6 clippeddecal &lt;mask&gt; [match]</a></h2>
<p><pre class = "type">
Implies 'type decal'.
The two extra args allow you to spawn these decals ONLY on surfaces with matching surfaceflags.
Separation of mask+match allows you to create many descrete surface types instead of being limited to 32 bits/types.
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<h2><a name = "spawntime">2.7 spawntime &lt;value&gt;</a></h2>
<h2><a name = "spawnchance">2.8 spawnchance &lt;value&gt;</a></h2>
<h2><a name = "emit">2.9 emit &lt;effectname&gt;</a></h2>
<p><pre class = "type">
Specifies the effect to periodically emit.
</pre>
<h2><a name = "emitinterval">2.10 emitinterval &lt;min&gt;</a></h2>
<p><pre class = "type">
Particles will not emit additional effects for this duration after emitting one.
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<h2><a name = "emitintervalrand">2.11 emitintervalrand &lt;extra&gt;</a></h2>
<p><pre class = "type">
FIXME: fold into emitinterval
</pre>
<h2><a name = "emitstart">2.12 emitstart &lt;seconds&gt;</a></h2>
<p><pre class = "type">
Prevents the particle from emitting anything for this duration when it first spawns.
</pre>
<h2><a name = "perframe">2.13 perframe</a></h2>
<p><pre class = "type">
Apply inverse frametime to count (causes emits to be per frame).
</pre>
<h2><a name = "averageout">2.14 averageout</a></h2>
<p><pre class = "type">
Average trail points from start to end, useful with t_lightning, etc
</pre>
<h2><a name = "nostate">2.15 nostate</a></h2>
<p><pre class = "type">
Causes the particle system to ignore all state information.
</pre>
<h2><a name = "sound">2.16 sound &lt;name&gt; [options]</a></h2>
<p><pre class = "type">
Plays a sound when the effect is spawned.
Only ONE sound will be used, picked randomly from the included sounds according to their weights.
Options are:
vol=
attn=
pitch=
delay=
weight=
</pre>
<h2><a name = "model">2.17 model &lt;name&gt; [options]</a></h2>
<p><pre class = "type">
Spawns sprites or models that fly away with random angles and run through
some frame sequence. handy for simple gib effects.
Options are:
frame=
framestart=
framecount=
frameend=
frames=
framerate=
skin=
alpha=
scalemin=
scalemax=
trail=
orient
additive
transparent
fullbright
shadow
noshadow
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<h2><a name = "viewspace">2.18 viewspace [frac]</a></h2>
<p><pre class = "type">
Specifies that this particle type should move relative to the camera.
Should not normally be used in combination with clipping/bouncing.
Not compatible with most splitscreen games.
</pre>
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