FX_PARTICLE
There are 2 valid inputs for this type.
A single particle decl.
// each time the FX element is invoked, the sole declPrt will be rendered
item[8] = {
name = "shrapnel_CENTER";
group = "explosion";
type = "FX_PARTICLE";
duration = 2000;
fadeOutTime = 1500;
fadeInTime = 0;
size = 2.0;
enabled = true;
delayMin = 100;
delayMax = 115;
color = {
r = 1.0;
g = 0.4;
b = 0.2;
a = 1.0;
}
tagNames = {
num = 1;
item[0] = "exhaust";
}
multiTagUseType = "FX_MULTI_TAG_USE_ALL";
startCondition = {
num = 1;
item[0] = "FX_PROJECTILE_EXPLODE_ALT";
}
stopCondition = {
num = 1;
item[0] = "FX_OUTLINE_OFF";
}
originType = "FX_ORG_TRACK_POS";
offset = {
x = 0.0;
y = 0.0;
z = 0.0;
}
rotationType = "FX_ROT_START_AXIS_PARENT";
rotOffsetAngles = {
pitch = 0;
yaw = 0;
roll = 0;
}
particleParms = {
declPrt = "weapons/rocketlauncher/explosion_lockon";
}
}
A list of particle decls.
// Each time the FX element is invoked, 1 particle decl will be chosen at random from the list of declPrts
item[6] = {
name = "LockonRocketExplosion";
group = "explosion";
type = "FX_PARTICLE";
duration = 1500;
fadeInTime = 0;
fadeOutTime = 1000;
size = 1.0;
enabled = false;
color = {
y = 0.130136997;
z = 0.0262412;
}
multiTagUseType = "FX_MULTI_TAG_USE_ALL";
startCondition = {
num = 4;
item[0] = "FX_PROJECTILE_EXPLODE";
item[1] = "FX_PROJECTILE_STOP";
item[2] = "FX_PROJECTILE_STUCK";
item[3] = "FX_PROJECTILE_EXPLODE_ALT";
}
stopCondition = {
num = 1;
item[0] = "FX_NONE";
}
particleParms = {
declPrtList = {
num = 3;
item[0] = "weapons/combatshotgun/pop_rocket_charge_lv_01";
item[1] = "character/pain_elemental/lost_soul/explosion";
item[2] = "character/zombie_cueball/full_body_explosion";
// declPrt = "weapons/grenade_launcher/concussive_blast";
// declPrt = "weapons/rocketlauncher/explosion_array";
}
}
}
Using declPrtList makes it convenient to switch out particle decls, just don't forget to comment out the extra indexes!
particleParms = {
declPrtList = {
num = 3;
item[0] = "weapons/combatshotgun/pop_rocket_charge_lv_01";
item[0] = "character/doom_hunter/destructables/metal_chunk_explosion";
item[1] = "character/pain_elemental/lost_soul/explosion";
item[2] = "character/zombie_cueball/full_body_explosion";
}
}