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Paradox-01 (talk | contribs) (to be continued by someone else) |
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|valign=top|<Lifetime> | |valign=top|<Lifetime> | ||
|width=50%|particle exist for X seconds; X is float value, so you could write 1.25 if a second is to less and 2 too many; 0 means forever | |width=50%|particle exist for X seconds; X is float value, so you could write 1.25 if a second is to less and 2 too many; 0 means forever | ||
| | |float: seconds | ||
|- | |- | ||
|valign=top|<DisableDetailLevel> | |valign=top|<DisableDetailLevel> | ||
| | |Particle is not created if detail level is too low. | ||
| | | | ||
: Never | : Never | ||
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|- | |- | ||
|valign=top|<Decorative> | |valign=top|<Decorative> | ||
| | |Might be a relic from MP days where only essential particles were synced. Otherwise, not sure. | ||
| | |Yes\No | ||
|- | |- | ||
|valign=top|<CollideWithWalls> | |valign=top|<CollideWithWalls> | ||
| | |Needed if the particle uses the HitWall event type. | ||
| | |Yes\No | ||
|- | |- | ||
|valign=top|<CollideWithChars> | |valign=top|<CollideWithChars> | ||
| | |Needed if the particle uses the HitCharacter event type. | ||
| | |Yes\No | ||
|- | |- | ||
|valign=top|<InitiallyHidden> | |valign=top|<InitiallyHidden> | ||
| | |Hides the particle on creation. | ||
| | |Yes\No | ||
|- | |- | ||
|valign=top|<DrawAsSky> | |valign=top|<DrawAsSky> | ||
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|- | |- | ||
|valign=top|<DontAttractThroughWalls> | |valign=top|<DontAttractThroughWalls> | ||
| | |Particle will not detect attracters if there is a wall between it and the potential attracter. | ||
| | |Yes\No | ||
|- | |- | ||
|valign=top|<ExpireOnCutscene> | |valign=top|<ExpireOnCutscene> | ||
| | |Ends the lifetime of a particle on cutscene start. | ||
| | |Yes\No | ||
|- | |- | ||
|valign=top|<DieOnCutscene> | |valign=top|<DieOnCutscene> | ||
| | |Kills the particle on cutscene start. | ||
| | |Yes\No | ||
|- | |- | ||
|valign=top|<LockPositionToLink> | |valign=top|<LockPositionToLink> | ||
| | |Locks the position of the particle to its link | ||
| | |Yes\No | ||
|- | |- | ||
|valign=top|<CollisionRadius> | |valign=top|<CollisionRadius> | ||
| | |Distance from which HitWall and HitCharacter events are activated | ||
| | |float: distance | ||
|- | |- | ||
|valign=top|<AIDodgeRadius> | |valign=top|<AIDodgeRadius> | ||
| | |Distance from which AI will avoid this particle | ||
| | |float: distance | ||
|- | |- | ||
|valign=top|<AIAlertRadius> | |valign=top|<AIAlertRadius> | ||
| | |Distance from which AI will be aware of the danger of the particle | ||
| | |float: distance | ||
|- | |- | ||
|valign=top|<FlyBySoundName /> | |valign=top|<FlyBySoundName /> | ||
| | |Sound used when the particle passes by you. Check: does the engine apply the Doppler effect or is it in the sound file itself? | ||
| | |SNDD sound name? | ||
|} | |} | ||
==properties== | ==properties== |
edits