Darkplaces effectinfo reference
EffectInfo is built-in scripting language to describe particle effects in DarkPlaces, it's pretty simple and contains basic scripting functions.
Each effect can have several emitters which is defined in effectinfo.txt or maps/mapname_effectinfo.txt. Where mapname is a name of the map currently loaded (without path and extension).
 General syntax
// emitter 1 effect EFFECT_NAME parm value parm2 value ... // emitter 2 effect EFFECT_NAME parm value parm2 value ... // emitter for another effect effect ANOTHER_EFFECT parm value parm2 value ...
 Particle parameters
Defines a new emitter with effectname is belongs to, all parms after that will be applied to that emitter.
How many particles to spawn at this emitter, this setting is affected by cl_particles_quality cvar
Defines a count of particles spawned regardless of cl_particles_quality setting
Total particles count = countabsolute + count * cl_particles_quality
Sets a generic particle type, affect appearance, blending, physics.
List of particle types:
- alphastatic : alpha-blended billboard
- static : additive-blended billboard
- spark : additive blended, stretched (based on velocity)
- beam : a beam particle, drawn from origin to origin + velocity
- rain : a rain particle, alpha-blended spart that will cause splash effect on impact
- raindecal: oriented rain decal, additive-blended
- snow: alpha blended, velocity jitters in realtime
- bubble: alpha-blended
- blood: inverse-modulated, leaves decal
- smoke: alpha-blended billboard
- decal: makes a decal on nearest surface
- entityparticle: alpha-blended, this particle gets removed after being drawn (used on EF_BRIGHTFIELD)
Generic blend is set by type, but with this parm it cound be changed after type is defined.
List of blend types:
- alpha : alpha blended
- add: additive blended
- invmod: inverse modulation (used on blood and blood decals)
Same as for blend, generic orientation is set by type, could be altered by this parm.
List of orientation types:
- billboard : always turned to viewer
- oriented : ignores viewwer, turned to velocity
- beam : facing viewer on 2 axises, stretched from origin to origin + velocity
- spark : facing viewer on 2 axises, stretched (based on velocity)
color <min_color> <max_color>
Sets a color for particles. On each particle spawn, it's color is linearly randomized betwen two given colors. Color should be defined as HEX 0xRRGGBB, like 0xFFFFFF is white, and 0xFF0000 is red.
tex <min_index> <max_index>
Sets a index of particle from particlefont. Indexes are counted from left to right, from up to down, last index is 63, first is 0. Randomized linearly on each particle spawn.
size <min_size> <max_size>
Size of particle in game units, typical value is 4, randomized.
This will make particle grow or diminish over time. <rate> is to how much utits to add or subtract per second. Note that while diminishing particle, engine will not check if particle will go to negative size, it will just invert it.
alpha <min_alpha> <max_alpha> <fade_rate>
Opacity of particles, 256 is opaque, 0 is transparent. Randomized. Could be more that 256 (to simulate fade delay). Fade rate is how huch alpha to throw away per second, once particle gets alpha 0 (full transparence), it gets removed.
time <min_time> <max_time>
Particle time-to-live in seconds, randomized.
Particle gravity modifier, 1 is full gravity, 0.5 is half etc., negative values are supported (particle go up).
Particle bounce-of-walls factor, 1 - bounce with full speed, 0.5 bounce with half speed. A value of -1 means particle will be removed on impact. Not that particle physics considered slow and spawning lots of bouncing particles is not recommended.
Particle friction while moving in air, good option for smoke emitters. A value of 0 means no friction, negative values will do acceleration.
Particle friction while moving in liquids.
originoffset <x> <y> <z>
Offset particle spawning origin by this values. Coordspace are world, x - forward, y - right, z - up.
velocityoffset <x> <y> <z>
Add this amount of constant velocity to particle on spawn.
originjitter <x> <y> <z>
Like originoffset but each axis is jittered between -value/+value. Hence it is defining spherical shape of particle random spawning.
velocityjitter <x> <y> <z>
Same as originjitter but for velocity.
Multiply particle starting velocity (one that set by QC or engine, whatever calls effect) by this value. Useful with trails. Negative values are supported.
Sets underwater flag for particles. Particles that are underwater will be removed in air. Useful for water bubbles.
Sets notunderwater flag for particles. Particles that are notunderwater will be removed in liquid. Useful for fire particles.
This parm is only useful when effect is spawned as trail, defines a game units gap between effect invocations.
A custom stretch factor that is used on sparks.
rotate <startangle_min> <startangle_max> <spin_min> <spin_max>
Used to rotate particle, first 2 parms is start angle, other two are spin velocity.
 Particles leaving decals
Particles can leave decals once hit something. For this behavior a special set of parms should be used. This section is unfinished, futher explanation is required.
staincolor <min_color> <max_color>
A randomized color for decal particle.
stainalpha <min_alpha> <max_alpha>
A randomized alpha.
stainsize <min_size> <max_size>
A randomized size.
staintex <min_index> <max_index>
A randomized index into particlefont.
Disables decal spawning and returns all parms to it's default values.
 Dynamic lights
Dynamic realtime lights could be placed in particle effects (useful for explosions) with this range of parms. This parms applied just like standart ones.
Radius of light in game units. Typical value is 200.
Radius fade rate, how many units to add/subtract per second. Once light reaches radius of 0 it gets removed.
If radius fading not set, this parm can be used to define light life time.
lightcolor <red> <green> <blue>
A RGB-normalized light color, 1 1 1 is white, 0 0 1 is blue. Can exceed 1 (overbright light).
Cast shadows from light, value is 0 or 1.
Sets a numbered cubefilter for light, cubemap texture is cubemaps/<value>
 Engine effect name
Heres a list of effect names used by engine.