Hello, sorry this is my first post on this forum so I don't know whether this is the right place to ask.
So I am having a bit of problem with getting particles in Zandronum. I want to make a particle effect similar to the Eviternity Portal effect and I am having a problem as particles are not showing at all.
From some research online I have concluded that there is no "SpawnParticle" function (I am not sure), neither in Decorate nor in ACS.
So, please anyone help me. I will be extremely grateful for even the slightest help.
If there is an alternative to this then can someone either explain to me or link a mod or mapset where it has been used.
Thank You.
[ACS] Zandronum 3.1 - How to spawn Particles?
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[ACS] Re: Zandronum 3.1 - How to spawn Particles?
LAGTEST.wad
This test wad has particles. You can open/inspect it using Slade.
That wad uses ACS to spawn the particles (in Slade click SCRIPTS file), but most particle spawners are done in DECORATE.
ACS:
DECORATE:
You can see the parameters for these functions at zdoom.org/wiki. E.g. https://zdoom.org/wiki/A_SpawnItemEx and https://zdoom.org/wiki/SpawnProjectile
GLDEFS:
Here's an example of Explosion in DECORATE:
If you want the explosion to be continuous, then change "Stop" to "Loop".
Example particles
This test wad has particles. You can open/inspect it using Slade.
That wad uses ACS to spawn the particles (in Slade click SCRIPTS file), but most particle spawners are done in DECORATE.
ACS:
Code: Select all
SpawnProjectile(999, "Particle2", Random(0,359), Random(5,10), Random(5,10), 0, 0);
Code: Select all
TNT1 A 1 A_SpawnItemEx("Particle1", 0, 0, 0, frandom(-19, 19), frandom(-19, 19), frandom(-19, 19), random(0, 359))
GLDEFS:
Code: Select all
flickerlight PULSEEXPLOSION { color 1.0 0.8 0.0 size 56 secondarySize 96 chance 0.25 }
flickerlight PULSEEXPLOSION2 { color 1.0 0.7 0.2 size 80 secondarySize 112 chance 0.25 }
flickerlight PULSEEXPLOSION3 { color 0.5 0.15 0.0 size 80 secondarySize 112 chance 0.25 }
object PulseExplosion {
frame TNT1A { light PULSEEXPLOSION }
frame TNT1B { light PULSEEXPLOSION2 }
frame TNT1C { light PULSEEXPLOSION3 }
}
Code: Select all
ACTOR PulseExplosion {
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT
+NOCLIP
+BRIGHT
States {
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PulseExplode")
TNT1 AA 0 A_SpawnItemEx("PulseExplodeSpark", 0, 0, 0, frandom(-19, 19), frandom(-19, 19), frandom(-19, 19), random(0, 359))
TNT1 A 5 A_SpawnItemEx("PulseExplodeSpark2", 0, 0, 0, frandom(-9, 9), frandom(-9, 9), frandom(-9, 9), random(0, 359))
TNT1 AAAAA 0 A_SpawnItemEx("PulseExplodeSpark", 0, 0, 0, frandom(-16, 16), frandom(-16, 16), frandom(-16, 16), random(0, 359))
TNT1 AA 0 A_SpawnItemEx("PulseExplodeSpark2", 0, 0, 0, frandom(-6, 6), frandom(-6, 6), frandom(-6, 6), random(0, 359))
TNT1 AAA 0 A_SpawnItemEx("PulseExplodeSmoke", 0, 0, 0, 0, frandom(-3, 3), 0, random(0, 359))
TNT1 B 5 A_SpawnItemEx("PulseExplodeFlare2")
TNT1 C 5
Stop
}
}
Example particles
Code: Select all
ACTOR Particle1 {
Height 0
Radius 0
Mass 0
Damage 0
+THRUACTORS
+NOTELEPORT
+DONTSPLASH
+DOOMBOUNCE
+CLIENTSIDEONLY
+MISSILE
+NOBLOCKMAP
+FORCEXYBILLBOARD
RENDERSTYLE ADD
BounceFactor 0.5
Gravity 0.4
Scale 0.02
States {
Spawn:
SPKR A 2 Bright A_FadeOut(0.01)
Loop
}
}
ACTOR Particle2 : Particle1 {
BounceFactor 0.6
Gravity 0.2
States {
Spawn:
SPKG A 2 Bright A_FadeOut(0.01)
Loop
}
}
ACTOR Particle3 : Particle2 {
States {
Spawn:
SPKB A 2 Bright A_FadeOut(0.01)
Loop
}
}
Last edited by arkore on Sun Nov 24, 2024 6:55 pm, edited 1 time in total.
[ACS] Re: Zandronum 3.1 - How to spawn Particles?
Edit:
GLDEFS:
GLDEFS:
Code: Select all
flickerlight PULSEEXPLOSION { color 1.0 0.8 0.0 size 56 secondarySize 96 chance 0.25 }
flickerlight PULSEEXPLOSION2 { color 1.0 0.7 0.2 size 80 secondarySize 112 chance 0.25 }
flickerlight PULSEEXPLOSION3 { color 0.5 0.15 0.0 size 80 secondarySize 112 chance 0.25 }
object PulseExplosion {
frame TNT1A { light PULSEEXPLOSION }
frame TNT1B { light PULSEEXPLOSION2 }
frame TNT1C { light PULSEEXPLOSION3 }
}