## Contents
-</div>* [1 General syntax](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#General_syntax)
-* [2 Console variables](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Console_variables)
-* [3 Particle parameters](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Particle_parameters)
-* [4 Particles leaving decals](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Particles_leaving_decals)
-* [5 Dynamic lights](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Dynamic_lights)
-* [6 Engine effect names](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Engine_effect_names)
-* [7 Known bugs](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Known_bugs)
+</div>* [1. General syntax](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#General_syntax)
+* [2. Console variables](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Console_variables)
+* [3. Particle parameters](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Particle_parameters)
+* [4. Particles leaving decals](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Particles_leaving_decals)
+* [5. Dynamic lights](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Dynamic_lights)
+* [6. Engine effect names](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Engine_effect_names)
+* [7. Known bugs](http://web.archive.org/web/20100729132930/http://dpwiki.slipgateconstruct.com/index.php?title=Effectinfo_Scripting_Reference#Known_bugs)
</td>
</tr>
</table>
-
## General syntax
-<pre>
-
-// 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\
+```
+// emitter 1
+effect EFFECT_NAME
+parm value
+parm2 value
+...
+
+// emitter 2
+effect EFFECT_NAME
+parm value
+parm2 value
...
-</pre>
+// emitter for another effect
+effect ANOTHER_EFFECT
+parm value
+parm2 value
+...
+```
## Console variables
## Particle parameters
-**effect <name>**
+**effect**
Defines a new emitter with effectname is belongs to, all parms after that will be applied to that emitter.
-**count <count>**
+**count**
How many particles to spawn at this emitter, this setting is affected by cl_particles_quality cvar
-**countabsolute <count>**
+**countabsolute**
Defines a count of particles spawned regardless of cl_particles_quality setting
Total particles count = countabsolute + count \* cl_particles_quality
-**type <type>**
+**type**
Sets a generic particle type, affect appearance, blending, physics.
<dd>entityparticle: alpha-blended, this particle gets removed after being drawn (used on EF_BRIGHTFIELD)</dd>
</dl>
-**blend <blendtype>**
+**blend**
Generic blend is set by type, but with this parm it cound be changed after type is defined.
<dd>invmod: inverse modulation (used on blood and blood decals)</dd>
</dl>
-**orientation <orientationtype>**
+**orientation**
Same as for blend, generic orientation is set by type, could be altered by this parm.
Size of particle in game units, typical value is 4, randomized.
-**sizeincrease <rate>**
+**sizeincrease**
-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.
+This will make particle grow or diminish over time. 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>**
Particle time-to-live in seconds, randomized.
-**gravity <value>**
+**gravity**
Particle gravity modifier, 1 is full gravity, 0.5 is half etc., negative values are supported (particle go up).
-**bounce <value>**
+**bounce**
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.
-**airfriction <value>**
+**airfriction**
Particle friction while moving in air, good option for smoke emitters. A value of 0 means no friction, negative values will do acceleration.
-**liquidfriction <value>**
+**liquidfriction**
Particle friction while moving in liquids.
-**originoffset <x> <y> <z>**
+**originoffset**
Offset particle spawning origin by this values. Coordspace are world, x – forward, y – right, z – up.
-**velocityoffset <x> <y> <z>**
+**velocityoffset**
Add this amount of constant velocity to particle on spawn.
-**originjitter <x> <y> <z>**
+**originjitter**
Like originoffset but each axis is jittered between -value/+value. Hence it is defining spherical shape of particle random spawning.
-**velocityjitter <x> <y> <z>**
+**velocityjitter**
Same as originjitter but for velocity.
-**velocitymultiplier <x>**
+**velocitymultiplier**
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 notunderwater flag for particles. Particles that are notunderwater will be removed in liquid. Useful for fire particles.
-**trailspacing <x>**
+**trailspacing**
This parm is only useful when effect is spawned as trail, defines a game units gap between effect invocations.
-**stretchfactor <x>**
+**stretchfactor**
A custom stretch factor that is used on sparks.
Dynamic realtime lights could be placed in particle effects (useful for explosions) with this range of parms. This parms applied just like standart ones.
-**lightradius <radius>**
+**lightradius**
Radius of light in game units. Typical value is 200.
-**lightradiusfade <rate>**
+**lightradiusfade**
Radius fade rate, how many units to add/subtract per second. Once light reaches radius of 0 it gets removed.
-**lighttime <time>**
+**lighttime**
If radius fading not set, this parm can be used to define light life time.
-**lightcolor <red> <green> <blue>**
+**lightcolor**
A RGB-normalized light color, 1 1 1 is white, 0 0 1 is blue. Can exceed 1 (overbright light).
-**lightshadow <value>**
+**lightshadow**
Cast shadows from light, value is 0 or 1.
-**lightcubemapnum <value>**
+**lightcubemapnum**
-Sets a numbered cubefilter for light, cubemap texture is cubemaps/<value>
+Sets a numbered cubefilter for light, cubemap texture is cubemaps/
## Engine effect names