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