Documentation - Fx Other

Other FX

This section briefly describes other effect types’ properties.

Light

Light properties

Property name Type Min Default Max Modifiers Description
radius Float FLT_MIN 32 FLT_MAX Random, Lerp Light radius
colour Colour 0 0 255 Random, Lerp Light colour (unless colorized is enabled)

Sound

Sound properties

Property name Type Min Default Max Modifiers Description
sound String [n/a]   [n/a]   Unique ID of the sound to be played
volume Integer 0 255 255 Random, Lerp Sound volume
flags Integer 0 0 INT_MAX   Playback flags (see Sound flags)
minrad Integer -1 -1 INT_MAX Random, Lerp Minimum radius, below which there’s no attenuation
maxrad Integer -1 -1 INT_MAX Random, Lerp Maximum radius, above which sound is not audible

NOTE: Sound radius properties can take -1 as value, in which case they will assume the default values from the definition of the sound slot.

Sound flags

Flag Value Description
SND_LOOP 1 Loops the sound instead of playing it only once

Wind

Wind is a purely visual effect affecting some particles and models such as vegetation.

Wind properties

Property name Type Min Default Max Modifiers Description
mode Integer 0 0 INT_MAX   Mode flags (see Wind mode flags)
speed Float 0 1 2 Random, Lerp Wind speed
interval Integer 0 0 INT_MAX Random, Lerp Cycle interval (ms). When 0: single-impulse in impulse mode; constant speed otherwise
cyclelen Integer 0 4000 INT_MAX Random, Lerp Impulse time (ms)
radius Integer 0 0 INT_MAX Random, Lerp Area of effect. When 0 the area is not limited.
atten Float 0 0.1 FLT_MAX Random, Lerp Distance attenuation
yaw Integer 0 0 360 Random, Lerp Wind direction when in vectored mode

Wind mode flags

Flag Value Description
WIND_EMIT_IMPULSE 1 Rapid rush of wind. A more constant wind is used if not set.
WIND_EMIT_VECTORED 2 Uniform wind direction when inside of wind radius, regardless of relative position.

Stains

NOTE: Stains require an appropriate direction vector (tip position in the emitter) to function correctly. Thus, they might not work in all scenarios. Currently, only projectiles have support for this.

Available stains

Following pre-defined stains are available for use:

Stain Value
$STAIN_SMOKE 0
$STAIN_SCORCH 1
$STAIN_SCORCH_SHORT 2
$STAIN_BLOOD 3
$STAIN_BULLET 4
$STAIN_ENERGY 5
$STAIN_STAIN 5

Stain properties

Property name Type Min Default Max Modifiers Description
staintype Integer 0 $STAIN_SMOKE STAIN_STAIN   Stain (see Available stains)
radius Float FLT_MIN 16 256 Random, Lerp Stain size
colour Colour 0 0 255 Random, Lerp Stain colour (unless colorized is enabled)