Essentials Series/Particles: Difference between revisions

Battlepedia>Igorseabra4
(Created page with "{{EssentialsSeriesBox}} This page is part of the Essential Series modding tutorials. '''Particles''' are visual effects, such as smoke, fire or sparkles. They can have various...")
 
Battlepedia>Igorseabra4
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By setting the Emitter Type to one of the possible shapes, you can choose if the particles emit from a point, sphere, box or line shaped region, for example. This region will be placed in the center of the emitter position. The PareSpecific region contains the information about this region, which you can change.
 
ItIf isyou recommendedwant, toyou can useset the Emitter_AssetID property to choose0 anotherand asset to emitset the particles.XYZ Thisvalues seems to work better than usingof the XYZemitter valuesposition directly in the PARE asset.
 
To use [[MRKR|marker]] assets as emitters, place as many markers as you want using the template. Place a [[GRUP|Group]] template as well and put all the markers in the group. Put the Group's assset ID in the Emitter_AssetID field of the PARE. The particles will be emitted from all the markers.
 
Another option is to use an [[Asset#Entity Assets|entity asset]]. Set the EmitterType to Entity Bound and the asset ID of the entity in the Emitter_AssetID field of the PARE. The particles will be emitted from the entity's position at the time of emission.
 
Use [[#Events|events]] to control particle emission.