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FXList & ParticleSystems
This refers to FXList definitions in FXList.ini
This refers to ParticleSystem entries within an FXList definition in FXList.ini
Note: By default, FXList without "OrientToObject = Yes" will not have their offset aligned to the parent object anymore. This prevents the issue of large effects like Nuke mushroom clouds to be "drifting away".
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OrientOffset = No- Restores vanilla behavior by always orienting the Offset to the parent object (not recommended, this mainly exists for compatibility) -
OrientXY = No- Like OrientToObject, but keeps the Z axis aligned upwards. Useful for directional impact effects that have an upwards cloud component.
Added parameters to restrict when a ParticleSystem nugget is played, based on the height above terrain and the surface type underneath. Mainly intended for naval/water effects.
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MinAllowedHeight = <height>- (The effect is skipped if its Z offset above the terrain is below this value. Default = no limit) -
MaxAllowedHeight = <height>- (The effect is skipped if its Z offset above the terrain is above this value. Default = no limit) -
AllowedSurface = ALL- (Restrict the effect to a surface type. Default = ALL)-
ALL- no restriction (default) -
LAND- only play over land -
WATER- only play over water (also skips bridges)
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This refers to Sound entries within an FXList definition in FXList.ini
The same restrictions as for ParticleSystem nuggets (see above) were added for Sound nuggets:
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MinAllowedHeight = <height>- (Skip the sound if its Z offset above terrain is below this value. Default = no limit) -
MaxAllowedHeight = <height>- (Skip the sound if its Z offset above terrain is above this value. Default = no limit) -
AllowedSurface = ALL- (ALL/LAND/WATER; restrict the sound to a surface type. Default = ALL)
This refers to a new Decal nugget within an FXList definition in FXList.ini
Added a new FX nugget that spawns a ground decal at the FX location. The decal itself is an object template that uses the new W3DDecalDraw module.
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DecalName = <ObjectTemplate>- (Name of the object template to spawn for the decal. Default =GenericDecal) -
Lifetime = <ms>- (Lifetime of the decal in milliseconds) -
Offset = X:0 Y:0 Z:0- (Offset of the decal relative to the FX location) -
Angle = 0.0- (Fixed rotation angle of the decal) -
RandomAngle = No- (If Yes, use a random rotation angle instead ofAngle) -
OrientToObject = No- (If Yes, orient the decal to the parent object's facing) -
Probability = 1.0- (Chance (0.0 - 1.0) for the decal to be created)
Example:
FXList FX_ScorchDecal
Decal
DecalName = ScorchDecalSmall
Lifetime = 20000
RandomAngle = Yes
Probability = 0.5
End
End
- This refers to ParticleSystem definitions in ParticleSystem.ini*
TBD