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ParticleEffects

AntonIT99 edited this page Nov 2, 2026 · 1 revision

Particle effects

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.

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