idParticleEmitter
An entity that emits particles.
Usage
entity {
entityDef example_particle_emitter {
inherit = "func/emitter";
class = "idParticleEmitter";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
flags = {
canBecomeDormant = true;
}
dormancy = {
delay = 5;
distance = 78.029007;
}
fadeIn = 0;
fadeOut = 0;
startOff = true;
spawnPosition = { // Be sure to set its spawn position
x = 1;
y = 1;
z = 1;
}
renderModelInfo = { // Size and color of the particle
scale = {
x = 1;
y = 1;
z = 1;
}
color = {
r = 1;
g = 1;
b = 1;
}
emissiveColor = {
r = 1;
g = 1;
b = 1;
}
emissiveScale = 1;
}
particleSystem = ""; // Particle model
}
}
}
Example
This example emits lightning on the ground. It would normally be used for electric floor hazards and would have a hurt trigger to go with it.
entity {
entityDef example_electric_floor {
inherit = "func/emitter";
class = "idParticleEmitter";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
flags = {
canBecomeDormant = true;
}
dormancy = {
delay = 5;
distance = 78.029007;
}
fadeIn = 0;
fadeOut = 0;
startOff = true;
spawnPosition = { // Be sure to set its spawn position
x = 1;
y = 1;
z = 1;
}
renderModelInfo = {
scale = {
x = 1.3;
y = 1.3;
z = 1.3;
}
color = {
r = 0.0549019873;
g = 0.349020004;
b = 0.690195978;
}
emissiveColor = {
r = 0.082352899;
g = 0.50980401;
}
emissiveScale = 4;
}
particleSystem = "map_e1m2_battle/lightning_water_crossroads2";
}
}
}
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