Help for func_particlecube

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razvanab
Posts: 13
Joined: Wed May 14, 2008 5:12 pm

Help for func_particlecube

Post by razvanab »

Hi

anyone knows how to use func_particlecube in darkplaces ?
it spawn only one type of particle from particlefont.tga....

Thank You
Spike
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Post by Spike »

yes, that's correct.
it predates DP's effectinfo stuff. you can't even change the size of the particles, as that would be protocol-incompatible.

You should generally use the csqc builtins for such effects, although that may have network sync issues.
razvanab
Posts: 13
Joined: Wed May 14, 2008 5:12 pm

Post by razvanab »

so csqc is the only way to add particle effects in maps ?
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK
Contact:

Post by Spike »

well, no, those csqc particle builtins can be invoked in ssqc too, I just wouldn't recommend it due to network sync and bandwidth requirements.
Seven
Posts: 301
Joined: Sat Oct 06, 2007 8:49 pm
Location: Germany

Post by Seven »

Hello razvanab,

I am new to qc and things, but maybe this is interesting for you.
Maybe it helps to achieve what you want.

If you want to spawn particles, a very good and fully customizable way is to use: DP_SV_POINTPARTICLES
It is also explained in "dpextensions.qc" (just like your mentioned DP_TE_PARTICLECUBE).

The big advantage from DP_SV_POINTPARTICLES is, that you can declare any effect(s) you like in "effectinfo.txt" and call it with this function wherever/whenever you want.
You dont need csqc for it.

I wrote some words and how to use it in the end of this thread:
http://forums.inside3d.com/viewtopic.php?t=1839
You can do amazing effects with it.

The only negative thing about it is, that you need the "effectinfo.txt" file for it.
But this can be included in your mod .zip pack when you release it.

I thought I should mention this, while reading your post.
If this is not what you wanted, I am sorry for misunderstanding.

Kind regards,
Seven
razvanab
Posts: 13
Joined: Wed May 14, 2008 5:12 pm

Post by razvanab »

Seven wrote:Hello razvanab,

I am new to qc and things, but maybe this is interesting for you.
Maybe it helps to achieve what you want.

If you want to spawn particles, a very good and fully customizable way is to use: DP_SV_POINTPARTICLES
It is also explained in "dpextensions.qc" (just like your mentioned DP_TE_PARTICLECUBE).

The big advantage from DP_SV_POINTPARTICLES is, that you can declare any effect(s) you like in "effectinfo.txt" and call it with this function wherever/whenever you want.
You dont need csqc for it.

I wrote some words and how to use it in the end of this thread:
http://forums.inside3d.com/viewtopic.php?t=1839
You can do amazing effects with it.

The only negative thing about it is, that you need the "effectinfo.txt" file for it.
But this can be included in your mod .zip pack when you release it.

I thought I should mention this, while reading your post.
If this is not what you wanted, I am sorry for misunderstanding.

Kind regards,
Seven
how can i places POINTPARTICLES in my map ?
darkplaces.def have only PARTICLECUBE
razvanab
Posts: 13
Joined: Wed May 14, 2008 5:12 pm

Post by razvanab »

I've found what i need in the Nexuiz entities.def file

Code: Select all

/*QUAKED func_pointparticles (.5 .5 .5) ? START_ON IMPULSE
A brush that emits particles.
-------- KEYS --------
mdl: particle effect name from effectinfo.txt
impulse: when positive, number of particles to emit per second; when negative; number of particles to emit per second and 64^3 block
velocity: particle direction and speed
waterlevel: extra velocity jitter amount
count: particle count multiplier (per spawned particle)
movedir: when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account
noise: sound to play when the particle is emitted
atten: distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound)
volume: volume of the sound
targetname: name to target this (then its state is toggled)
bgmscript: emitter class from the BGM script
bgmscriptattack: attack time of the effect strength (0 to 3.9)
bgmscriptdecay: decay time of the effect strength (0 to 3.9)
bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain)
bgmscriptrelease: release time of the effect strength (0 to 3.9)
-------- SPAWNFLAGS --------
START_ON: when targeted, the particle emitter will start switched on
IMPULSE: only send the full amount of impulse particles when the entity is triggered
-------- NOTES --------
Use trigger_monoflop if you want the particles to turn off for a while, then turn back on.
A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form
  <emitter class> <time since start of background music> <0 if the emitters are to be switched off, >0 and <=1 if they are to be switched on>
e.g.
  smokers 4.7 1
  smokers 4.9 0
The lines MUST be sorted by emitter class as primary key, and by the time since start of the BGM as secondary key.
*/
is this correct ?
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