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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";	
	}
}