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ParticleType

INI referenceRulesParticleType

Settings read from [<ObjectType ID>].

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KeyDescriptionValueWhen omitted
BehavesLikeThe named behavior that decides which fixed routines drive a particle or a particle system.stringnone
ColorListThe colors a spark or railgun particle blends through as it ages.rgbclass list(empty)
ColorSpeedHow fast a spark or railgun particle slides from one of its colors to the next.floating point0
DamageA weapon's damage per shot, or the damage an animation, particle or voxel animation delivers through its own warhead.integer0
DeaccThe speed a particle loses each frame.floating point0
DeleteOnStateLimitKills a particle the moment its animation reaches the last state.booleanno
EndStateAIThe animation state that ends a particle's sequence.integer0
FinalDamageStateThe last animation state at which a flame particle still burns what it drifts over.integerInherited
MaxDCThe frames between one particle's damage applications.integer0
MaxECThe base lifetime of a particle, in frames.integer1
MinZVelocityThe smallest upward speed a spark is thrown at.integer0
NextParticleThe particle type created in place of this one when it expires.stringnone
NextParticleOffsetHow far a successor particle is placed from the one it replaces.offset (x,y,z)0,0,0
NormalizedRescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight.booleanno
NumLoopFramesNo effectParsed frame count that the engine never uses.integer1
RadiusHow far a smoke system throws the two successors of an expiring particle.integer0
StartColor1One end of the color range a spark or railgun particle is created at.colour (R,G,B)0,0,0
StartColor2The other end of the color range a spark or railgun particle is created at.colour (R,G,B)0,0,0
StartFrameNo effectParsed frame index that the engine never uses.integer0
StartStateAIThe animation state a particle is created at.integer0
StateAIAdvanceThe frames a particle spends in each animation state.integer4
TranslucencyHow faded an animation or a particle is drawn, as a percentage, at the detail settings that honor it.integer0
Translucent25StateThe animation state at which a flame particle thins to a quarter faded.integer-1
Translucent50StateThe animation state at which a flame particle thins to half faded.integer-1
VelocityThe speed a particle is created with, in leptons per frame.floating point0
WarheadThe WarheadType a weapon's shot carries, or the one an animation, particle or voxel animation delivers its own damage through.classnone
WindEffectHow strongly the prevailing wind carries a particle sideways.integer0
XVelocityOne horizontal axis of the spread of speeds a spark is thrown at.integer1
YVelocityThe other horizontal axis of the spread of speeds a spark is thrown at.integer1
ZVelocityRangeThe spread of upward speeds a spark is thrown at.integer1