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ParticleEffects
Content-pack particle fields and /fmparticle accept these additional Labjac
names. Names are case-insensitive, and the short form works too: NuFlash
and flansmod.NuFlash select the same effect. Existing vanilla names keep
their meanings. For example, flame remains the vanilla flame.
| Legacy name | Appearance and normal use |
|---|---|
flansmod.blood |
Brief airborne wound puff |
flansmod.overkill |
Falling, directional severe-injury spray |
flansmod.tankDeath |
Flame and smoke column lasting about 20 seconds |
flansmod.shipDeath |
Larger column with ship smoke; submerged sources emit bubbles |
flansmod.FMNuke |
Largest flame-column preset; does not create nuclear damage |
flansmod.smokeShell |
Broad, long-lived ordinary smoke puff |
flansmod.smokeShellMustard |
Mustard-colored gas puff |
flansmod.smokeShellChlorine |
Chlorine-colored gas puff |
flansmod.WaterSmoke |
Large water spray plume |
flansmod.WaterSmokeMini |
Small spray, wake or impact splash |
flansmod.shipSmoke |
Rising machinery smoke using the elite smoke sprite |
flansmod.gunSmoke |
Short, restrained muzzle or breech smoke |
flansmod.locked |
Depth-tested lock marker using the dedicated marker sprite |
flansmod.flasher |
Flying canister with a short trail and delayed smoke burst |
flansmod.NuFlash |
Translucent muzzle bloom |
flansmod.NuMuzzle |
Bright muzzle core |
flansmod.NuSpark |
Brief moving spark |
casing or flansmod.casing
|
Falling, rotating brass case that settles briefly |
flansmod.TurretTest |
Bounded debug sprite preview; never looks up a hard-coded vehicle |
flansmod.muzzleflashclassic |
Dedicated four-frame legacy muzzle-flash sprites |
The current flansmod.muzzleflash appearance remains available. To select the
dedicated sprite set for a gun, use its existing MuzzleFlashParticle field:
MuzzleFlashParticle flansmod.muzzleflashclassic
Smoke-particle fields can explicitly select either chemical color. Selecting
a particle never adds poison, blindness, damage, smoke duration or AI behavior;
configure those mechanics separately with the applicable content-pack fields.
Smoke grenades and shells retain their per-source emission limits and use
SmokeRadius to size the visible cloud.
For an operator preview, run /fmparticle flansmod.WaterSmoke or another name.
This directly previews the sprite and does not require its normal gameplay
condition. Automatically spawned water plumes require nearby loaded water and
do not project deep underwater explosions up to a distant surface.
Players and opted-in organic NPCs share the server's Blood Effects rule.
Vehicle-shaped NPCs share part smoke, destruction effects and water spray;
retained NPC wreck effects stop within one minute. Newly observed dead bodies
do not replay their destruction. Respawn and model changes reset transient
presentation state.
Weapon smoke and casings follow confirmed shots. Held guns with authored casing
models keep their model ejection instead of receiving a second world casing;
showCasingEjections controls both. Cannon discharge combines the Nu bloom,
core and sparks. Authored shooting particles continue to work independently.
Automatic lock markers are sent only to the player operating the locking gun, follow the target, and expire when the server stops refreshing the lock. NPCs can be targets without broadcasting their position to other players.
All new effects obey the shared particle distance and per-tick budget. Large flashes and columns use bounded landmark visibility; no effect bypasses the particle budget. There are at most 16 live column controllers and 256 long-lived smoke/gas puffs from this sprite family. Gas, water, blood and casings are cold in thermal sights; the Nu flash, muzzle and sparks are hot. Explicit thermal configuration can override particle type classification.
Addon authors can broadcast mounted firing effects through
FlansProjectiles.firingEffects.