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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";
	}
}
}

See Also

idEnvironmentalDamage_Hurt_Trigger