FXList¶
This refers to FXList definitions in FXList.ini
ParticleSystem entries¶
This refers to ParticleSystem entries within an FXList definition in FXList.ini
Added Alignment Parameters¶
Note
By default, FXList without "OrientToObject = Yes" will not have their offset aligned to the parent object anymore. This prevents the issue of large effects like Nuke mushroom clouds to be "drifting away".
OrientOffset = NoRestores vanilla behavior by always orienting the Offset to the parent object (not recommended, this mainly exists for compatibility)OrientXY = NoLike OrientToObject, but keeps the Z axis aligned upwards. Useful for directional impact effects that have an upwards cloud component.
Height and Surface Restrictions¶
Added parameters to restrict when a ParticleSystem nugget is played, based on the height above terrain and the surface type underneath. Mainly intended for naval/water effects.
MinAllowedHeight = <height>The effect is skipped if its Z offset above the terrain is below this value. Default = no limitMaxAllowedHeight = <height>The effect is skipped if its Z offset above the terrain is above this value. Default = no limitAllowedSurface = ALLRestrict the effect to a surface type. Default = ALLALLno restriction (default)LANDonly play over landWATERonly play over water (also skips bridges)
Sound entries¶
This refers to Sound entries within an FXList definition in FXList.ini
Height and Surface Restrictions¶
The same restrictions as for ParticleSystem nuggets (see above) were added for Sound nuggets:
MinAllowedHeight = <height>Skip the sound if its Z offset above terrain is below this value. Default = no limitMaxAllowedHeight = <height>Skip the sound if its Z offset above terrain is above this value. Default = no limitAllowedSurface = ALLALL/LAND/WATER; restrict the sound to a surface type. Default = ALL
Decal entries¶
This refers to a new Decal nugget within an FXList definition in FXList.ini
Added a new FX nugget that spawns a ground decal at the FX location. The decal itself is an object template that uses the new W3DDecalDraw module.
DecalName = <ObjectTemplate>Name of the object template to spawn for the decal. Default =GenericDecalLifetime = <ms>Lifetime of the decal in millisecondsOffset = X:0 Y:0 Z:0Offset of the decal relative to the FX locationAngle = 0.0Fixed rotation angle of the decalRandomAngle = NoIf Yes, use a random rotation angle instead ofAngleOrientToObject = NoIf Yes, orient the decal to the parent object's facingProbability = 1.0Chance (0.0 - 1.0) for the decal to be createdScale = 1.0 1.0Random variable scaling the decal's size. Use two values for a random range
Example:
FXList FX_ScorchDecal
Decal
DecalName = ScorchDecalSmall
Lifetime = 20000
RandomAngle = Yes
Probability = 0.5
End
End
ParticleSystem¶
- This refers to ParticleSystem definitions in ParticleSystem.ini*
TBD