Priority =
if there is very much particles then the game will remove some of them.
first the game will remove particles with low priority
The priorities are:
1 - ALWAYS_RENDER (never be removed)
2 - CRITICAL (highest priority)
3 - AREA_EFFECT
4 - WEAPON_TRAIL
5 - CONSTANT
6 - SEMI_CONSTANT
7 - DEATH_EXPLOSION
8 - UNIT_DAMAGE_FX
9 - DEBRIS_TRAIL
10 - BuiLDUP
11 - DUST_TRAIL
12 - SCORCH_MARK
13 - WEAPON_EXPLOSION (lowest priority)
Type =
Can be "PARTICLE" for generic particles and "STREAK" for small missile trails (such trail looks like a line)
ParticleName =
The sprite to draw as a particle (file name). The files are in DDS format but here you must write ".tga" You can use any DDS file. Even unit textures. DDS files are stored in Textures.big and in TexturesZH.big.
PerParticleAttachedSystem =
Another particle to create
Shader =
Type of transparency. Can be "ALPHA" or "ADDITIVE". The difference is unknown.
AngleZ =
Initial angles (2 values). The game will generate random value between them. This is rotation angle around Z axis. No any 3D. A particle can be rotated right or left.
AngularRateZ =
Angle speed (2 values too). And the game will generate random too.
Gravity =
Gravity. Positive value causes to move up. Negative - to move down.
Lifetime =
Life time in miliseconds (in what time to remove this particle). (2 values, Random between them)
Size =
Size (2 values, Random between them)
SizeRate =
Speed with which to increase or decrease the size. (2 values, Random between them)
Transparency and colors:
Alpha[X] = [transparency1] [transparency2] [time]
Color[X] = R:[value] G:[value] B:[value] [time]
[X] can be between 1 and 8
[transparency] can be between 0.00 (invisible) and 1.00 (not transparent). (2 values, random between them).
[value] can be from 0 to 255
[time] is miliseconds in which to turn on the transparency (or color)
Example:
Alpha1 1.00 1.00 0 ; is not transparent initially
Alpha2 0.50 0.50 10 ; becomes transparent in 10 miliseconds after creation
Alpha2 0.25 0.25 20 ; becomes more transparent in 20 miliseconds after creation
Alpha3 0.00 0.00 30 ; becomes invisible in 30 miliseconds after creation
The list of some colors:
R:0 G:0 B:0 - black
R:128 G:128 B:128 - grey
R:255 G:255 B:255 - white
R:255 G:0 B:0 - red
R:0 G:255 B:0 - green
R:0 G:0 B:255 - blue
R:0 G:255 B:255 - cyan
R:255 G:0 B:255 - magneta
R:255 G:255 B:0 - yellow
SystemLifetime =
How much time particle system will emit particles
InitialDelay =
Delay before to begin creation (2 values, Random between them)
BurstCount =
How much particles to create (2 values, Random between them)
BurstDelay =
Delay between creations (2 values, Random between them)
The game waits "InitialDelay" amout of millisecnds. Then creates "BurstCount" number of particles. Then waits "BurstDelay" amout of milisecnds. Then creates "BurstCount" number of particles again. Then waits "BurstDelay" amout of milisecnds again and etc. Until "SystemLifetime" time lasts. This is correct now.
IsOneShot = [yes/no]
Works only with SystemLifetime=0. If "yes" then particle will be created only once. if "no" the system will create particles forever.
DriftVelocity =
Drift velocity. 3 values. They are X,Y and Z speeds
VelocityType =
Type of moving (purpose is unknown)
Velocity types are:
1 - OUTWARD
2 - ORTHO
3 - SPHERICAL
4 - CYLINDRICAL
5 - HEMISPHERICAL
IsGroundAligned =
Is it lies on ground as poison field or flies in air as smoke
IsEmitAboveGroundOnly =
If "= yes" then is will not work over the water
VolumeType =
Type of volume for particle. Can be "POINT", "SPHERE", "LINE" or
"CYLINDER"
if VolumeType is point:
VolumeType = POINT
if VolumeType is sphere:
VolumeType = SPHERE
VolSphereRadius = ;radius
if VolumeType is line:
VolumeType = LINE
VolLineStart = X:[offset] Y:[offset] Z:[offset]
VolLineEnd = X:[offset] Y:[offset] Z:[offset]
if VolumeType is cylinder:
VolumeType = CYLINDER
VolCylinderRadius = ;radius
VolCylinderLength = ;length
WindMotion = [Circular / PingPong / Unused]
"Circular" and "PingPong" are 2 types of wind. "Unused" disables wind motion.
Wind values for most particles are:
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
The purposes of these values are unknown:
AngularDamping =
VelocityDamping =
StartSizeRate =
SizeRateDamping =
ColorScale =
VelOutward =
VelOutwardOther =
IsHollow =
IsParticleUpTowardsEmitter =
Screen By the goofed guy who runs this forum Tutorial By Creator
Edited by Chrizz, 07 November 2005 - 21:57.