Particles


CreateParticleType( string nameNew, string nameBase)
nameNew: name of the new particle
nameBase: name of particle the new one is derived from

Base Simulators
Particle: moves and rotates with initial values
Smoke: floats with wind
Ember: falls to ground and bounces
Stain: falls to the ground as a sprite, then becomes a groundsprite on contact
LifeTime( float life)
Required
life: duration of particle
RenderBase( string name)
Required, Multiple
name: name of particle render type
a single simulator can reference several Renderers
Priority( float value)
Optional(1)
value: 0 = high priority, 1 = low priority
this value adjusts the global priority for this type of particle
ShowUnderFog( bool flag)
Optional(FALSE)
flag: 0 = don't show under fog, 1 = show under fog
MakeUnderFog( bool flag)
Optional(FALSE)
flag: 0 = don't make under fog, 1 = make under fog
Chunkmesh particle, falls to ground and bounces
KickVeloc( Vector velocity)
Optional( 10,10,10)
velocity: the maxium for a random velocity applied to the chunk
KickOmega( Vector omega)
Optional( 5,5,5)
omega: the maxium for a random rotation applied to the chunk
CreateParticleRenderType( string nameNew, string nameBase)
Multiple
nameNew: name of the new particle renderer
nameBase: name of renderer that the new one is derived from

Base Renderers
Sprite
GroundSprite
WaterSprite
Stain
Radius (or Scale)( float radius)
Optional(1)
radius: radius of the sprite in meters
RadiusKey (or ScaleKey)( float key, float radius)
Multiple, Optional(null)
key: active time for this key
radius: radius at this key
ColorKey( float key, int r, int g, int b, int a)
Multiple, Optional(null)
key: active time for this key
r: red component of color
g: green component of color
b: blue component of color
a: alpha component of color
Texture( string name)
Optional(null)
name: name of the texture file
TextureReduce( int reduce)
Optional(2)
reduce: 0 for no reduction, 1 for some reduction, 2 for full reduction
TextureBlend( string blend)
Optional( srcalpha invsrcalpha modulatealpha)
blend: a string specifing sourceblend destblend and textureblend
TextureKey( float key, string name)
Multiple, Optional(null)
key: active time for this key
name: name of the texture file
TextureListAnim( string name)
Optional(null)
name: base name of a list of animating textures like "name0.bmp", "name1.bmp", etc
TextureAnim( string name)
Multiple, Optional(null)
name: name of a single texture file in an animating list
Trail
SegmentTime( float time)
Optional(1)
time: lifetime of a single segment in the trail
Decay( float time)
Optional(0)
time: how fast the segment decays
Geometry
GeometryScale
GodFile (or GeometryName)( string name)
Required
name: name of a .god file
Beam
BeamCount( int count)
Optional(1)
count: total number of beams
Slave( bool flag)
Optional(1)
flag: should the extra beams be slaves to the main beam (spiral around it)
PointCount( int count)
Optional(3)
count: how many points int the beam
Distance( float distance)
Optional(.6)
distance: how far the slave beams stand off the main beam
RandomFactor( float random)
Optional(.6)
random: how random should the distance between slave and main beams be
Rotation( float rotate)
Optional(.2)
rotate: how fast should the slave beams rotate around the main beam
Twist( float twist)
Optional(3)
twist: how tight should the slave beams spiral around the main beam
Curvature( float curve)
Optional(.5)
curve: how tightly should beam be able to bend
Wiggle( float wiggle)
Optional(.4)
wiggle: how wiggly should the beam be
WiggleSpeed( float speed)
Optional(.8)
speed: how fast should the beam wiggle
Flares( bool flag)
Optional(1)
flag: are there flare sprites at the ends of the beam
Light( bool flag)
Optional(1)
flag: does the beam cast light
Taper( bool flag)
Optional(1)
taper: does the beam taper to a single point at the ends
Oriented( bool flag)
Optional(1)
flag: does the have orientation and bend, or is it strait point to point
UVScale( float scale)
Optional(1)
scale: how is the texture repeated down the length of the beam
UVAnimRate( float rate)
Optional(0)
flag: how quickly does the texture uv animate down its length