ParticleType
Settings read from [<ObjectType ID>].
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| Key | Description | Value | When omitted |
|---|---|---|---|
BehavesLike | The named behavior that decides which fixed routines drive a particle or a particle system. | string | none |
ColorList | The colors a spark or railgun particle blends through as it ages. | rgbclass list | (empty) |
ColorSpeed | How fast a spark or railgun particle slides from one of its colors to the next. | floating point | 0 |
Damage | A weapon's damage per shot, or the damage an animation, particle or voxel animation delivers through its own warhead. | integer | 0 |
Deacc | The speed a particle loses each frame. | floating point | 0 |
DeleteOnStateLimit | Kills a particle the moment its animation reaches the last state. | boolean | no |
EndStateAI | The animation state that ends a particle's sequence. | integer | 0 |
FinalDamageState | The last animation state at which a flame particle still burns what it drifts over. | integer | Inherited |
MaxDC | The frames between one particle's damage applications. | integer | 0 |
MaxEC | The base lifetime of a particle, in frames. | integer | 1 |
MinZVelocity | The smallest upward speed a spark is thrown at. | integer | 0 |
NextParticle | The particle type created in place of this one when it expires. | string | none |
NextParticleOffset | How far a successor particle is placed from the one it replaces. | offset (x,y,z) | 0,0,0 |
Normalized | Rescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight. | boolean | no |
NumLoopFramesNo effect | Parsed frame count that the engine never uses. | integer | 1 |
Radius | How far a smoke system throws the two successors of an expiring particle. | integer | 0 |
StartColor1 | One end of the color range a spark or railgun particle is created at. | colour (R,G,B) | 0,0,0 |
StartColor2 | The other end of the color range a spark or railgun particle is created at. | colour (R,G,B) | 0,0,0 |
StartFrameNo effect | Parsed frame index that the engine never uses. | integer | 0 |
StartStateAI | The animation state a particle is created at. | integer | 0 |
StateAIAdvance | The frames a particle spends in each animation state. | integer | 4 |
Translucency | How faded an animation or a particle is drawn, as a percentage, at the detail settings that honor it. | integer | 0 |
Translucent25State | The animation state at which a flame particle thins to a quarter faded. | integer | -1 |
Translucent50State | The animation state at which a flame particle thins to half faded. | integer | -1 |
Velocity | The speed a particle is created with, in leptons per frame. | floating point | 0 |
Warhead | The WarheadType a weapon's shot carries, or the one an animation, particle or voxel animation delivers its own damage through. | class | none |
WindEffect | How strongly the prevailing wind carries a particle sideways. | integer | 0 |
XVelocity | One horizontal axis of the spread of speeds a spark is thrown at. | integer | 1 |
YVelocity | The other horizontal axis of the spread of speeds a spark is thrown at. | integer | 1 |
ZVelocityRange | The spread of upward speeds a spark is thrown at. | integer | 1 |
No keys match the current filters.