Environmental effects are items that would be classified as such in the real world. Fires, sun, water, and smoke are some of the environmental effects. All of these effects are client side. |
A bubble spawner for use under water. The bubbles float up until they hit the surface of the water. Do not give this entity an angle. | ||
Keys: | ||
Count: | How many bubbles are spawned per minute. |
Generates a puff of dust and falling rocks. This entity can be sized. Needs a trigger targeting it to work. | ||
Keys: | ||
Count: | How many rocks to generate per 28x28 square (default 1) |
An awesome particle fire. The first three flags don’t do anything. | ||
Flags: | ||
Fire_off: | Start the fire off. Fire is triggerable. | |
Moveable: | If set, the fire will move at a set velocity. | |
Light_On: | If set, the fire will cast light. | |
Keys: | ||
Scale: | Make the fire bigger or smaller. (Default is campfire size); 1) (Max is 8) |
Not used. But if it were, it would be a galaxy-looking thing for high detail. |
Creates a small fog cloud that disappears as you get closer to it. | ||
Keys: | ||
Scale: | Make the mist bigger or smaller. |
Not used. |
Generates a smoke cloud that moves up and eventually disappears. This effect is triggerable. | ||
Flags: | ||
Start_off: | Make the smoke start off. | |
Keys: | ||
Scale: | Make the cloud bigger or smaller. Default has it start about the size of the player and grow to about twice his size. Has a range of 0 to 8. | |
Wait: | Time between puffs. Default is 5 seconds. Range 1-255. | |
Angle: | Direction to move in. Defaults to up. | |
Speed: | How quickly the puffs travel. Defaults to 100. Range 10–2500. | |
Distance: | Distance the puffs move before they begin to dissipate. Default is 100. Range 1-255. |
Put this anywhere in a level, and when you look at the sky you’ll get a double lens flare for Parthoris’ two suns. Don’t use at night! |
Creates a drip that falls straight down and disappears when it hits the ground. If it hits water, it causes a ripple. | ||
Flags: | ||
Yellow: | Makes the drip yellow. | |
Keys: | ||
Count: | Drips per minute. Defaults to 20. |
Creates a fountain that can be shot in any direction. Gravity does take its toll though. | ||
Flags: | ||
Red: | Doesn’t work. | |
Green: | Doesn’t work. | |
Blue: | Doesn’t work. | |
Dark: | Doesn’t work. | |
Darker: | Doesn’t work. | |
Start_off: | Starts fountain off. This effect is triggerable. | |
Keys: | ||
Angles: | This value needs to have three angles. They aren’t really angles per se, but how far in a direction it will go. For example, 0 256 0 will travel towards 90 degrees in the XY view, but will travel 256 units in that direction. If you want a 45 degree angle give the X and Y values the same number, such as 128 128 0. The Z number will cause it to aim slightly up or down, but remember what I said about gravity. | |
Delay: | This is the distance from the emitter to the surface it’s hitting. 256 units is the maximum is should go. |
A misting effect good for the bottom of waterfalls. | ||
Keys: | ||
Angles: | Give ana x, y, and z value. In this case x is the x radius, y is the yaw, and z is the y radius of the effect. |