OBD talk:BINA/PAR3: Difference between revisions

→‎appearance: this one was harder, i dont use it as much
(format fix)
(→‎appearance: this one was harder, i dont use it as much)
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|valign=top|<DisplayType>
|valign=top|<DisplayType>
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|How the particle is displayed. (Please Document)
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: Sprite
: Sprite
: RotatedSprite
: RotatedSprite
: Beam
: Beam - bullet textures and such
: Arrow
: Arrow
: Flat
: Flat
: OrientedContrail
: OrientedContrail
: Discuss
: Discuss
: Decal
: Decal - sticks to a wall
: Geometry
: Geometry - uses an M3GM
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|valign=top|<TexGeom>
|valign=top|<TexGeom>
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|The texture or model that this particle uses
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|TXMP\M3GM
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|valign=top|<Invisible>
|valign=top|<Invisible>
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|Can't be seen.
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|Yes\No?
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|valign=top|<IsContrailEmitter>
|valign=top|<IsContrailEmitter>
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|Emits a contrail
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|Yes\No
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|valign=top|<ScaleToVelocity>
|valign=top|<ScaleToVelocity>
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|Scales the particle based on the speed it is going.
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|Yes\No
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|valign=top|<Scale>
|valign=top|<Scale>
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|The size of the particle.
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|float: scale
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|valign=top|<UseSeparateYScale>
|valign=top|<UseSeparateYScale>
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|Stretches the particle along the Y axis if set.
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|Yes\No
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|valign=top|<YScale>
|valign=top|<YScale>
|needs <UseSeparateYScale>true</UseSeparateYScale> to be enabled  
|needs <UseSeparateYScale>true</UseSeparateYScale> to be enabled  
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|float: scale
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|valign=top|<Rotation>
|valign=top|<Rotation>
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|The rotation of the particle
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|?
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|valign=top|<Alpha>
|valign=top|<Alpha>
|transparency
|transparency
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|float (0.0-1.0) or int (0-255): transparency
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|valign=top|<XOffset>
|valign=top|<XOffset>
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|valign=top|<Tint>
|valign=top|<Tint>
|R G B A means red green blue alpha
|R G B A means red green blue alpha
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|color
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|valign=top|<FadeOutOnEdge>
|valign=top|<FadeOutOnEdge>
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|valign=top|<MaxDecals>
|valign=top|<MaxDecals>
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|Seems to be a bit broken (someone please test this again)
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|int
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|valign=top|<DecalFadeFrames>
|valign=top|<DecalFadeFrames>
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|The number of frames it takes for a decal particle to fade after it reaches the maximum number of decals.
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==attractor==
==attractor==
826

edits