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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 limit
  • MaxAllowedHeight = <height>The effect is skipped if its Z offset above the terrain is above this value. Default = no limit
  • AllowedSurface = ALLRestrict the effect to a surface type. Default = ALL
    • ALLno restriction (default)
    • LANDonly play over land
    • WATERonly 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 limit
  • MaxAllowedHeight = <height>Skip the sound if its Z offset above terrain is above this value. Default = no limit
  • AllowedSurface = 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 = GenericDecal
  • Lifetime = <ms>Lifetime of the decal in milliseconds
  • Offset = X:0 Y:0 Z:0Offset of the decal relative to the FX location
  • Angle = 0.0Fixed rotation angle of the decal
  • RandomAngle = NoIf Yes, use a random rotation angle instead of Angle
  • OrientToObject = NoIf Yes, orient the decal to the parent object's facing
  • Probability = 1.0Chance (0.0 - 1.0) for the decal to be created
  • Scale = 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