--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] "EffectList" { //At the beginning of the file is an Info table that gives the tool some information it needs - //what to name the category, which effects should attach to two points, which effects should show the color selector, and that sort of thing. "Info" { //This is the name of the category that all of your particle lists will get dropped into "CategoryName" "Example Category" "EffectOptions" { //List of effects that should be attached to two separate points, like beams or bullet tracers, by moving the first two controlpoints (0 and 1 in the particle editor) "Beams" " electricity_yellow electricity_white custombulleteffect01 custombulleteffect01a custombulleteffect02 custombulleteffect02a laserbeam_colorable01 laserbeam_colorable01a laserbeam_colorable01b !UTILEFFECT!internalname " //Not every effect is colorable - these two lists are for effects that you've designed to be colorable by linking the particle color to the location of a controlpoint //(util effects aren't colorable, don't add them to these lists) //Colorable effects that use a color value out of 1 - i.e. light red should move the color controlpoint(s) to (1 0.5 0.5). "Color1" " flame_colorable " //Colorable effects that use a color value out of 255 - i.e. light red should move the color controlpoint(s) to (255 127 127). "Color255" " laserbeam_colorable01 laserbeam_colorable01a laserbeam_colorable01b " //List of effects that should be available in the Tracer tool's browser. Generally, any 'beam' effect will also work as a tracer effect, //but you should probably avoid adding big, flashy, or permanent effects that you don't want players to be spamming a whole bunch of. "Tracers" " electricity_yellow electricity_white custombulleteffect01 custombulleteffect01a custombulleteffect02 custombulleteffect02a laserbeam_colorable01 laserbeam_colorable01a laserbeam_colorable01b !UTILEFFECT!internalname " } //This next table is used to add a separate "Scripted Effects" list, used for Lua scripted effects (NOT .pcf effects) that should be played with the util.Effect() function. //If you only want to add .pcf effects, you can safely remove this table. //Even though these are different from .pcf effects, they should still be added to the Beams or Tracer list if you want the tool to use that feature. "UtilEffects" { "Display Name" "!UTILEFFECT!internalname" //remember to add the !UTILEFFECT! flag to the beginning } } //After the Info table are your particle lists - the format is just a string with the name of your .pcf file (this'll get game.AddParticles()'d by the addon), //and then another string, containing all the effect names in the list, with one name per line. //You don't need to indent these if you don't want to - keeping it all like this makes it a lot easier to copy-paste in big lists of particle names. //NOTE: Due to a limitation with GMod's keyvalue-reading function, the game stops reading these list strings after 4095 characters. To get around this, you can add a continuation by adding //another list with the the same name, followed by _cont (and then anything else after that, so you can have multiple continuations for the same list), and the addon will stitch them //together automatically when reading the file. For example, if "particle_file.pcf" has gotten too big, you can continue it in another list called "particle_file.pcf_cont1". //This works for the list strings inside of the EffectOptions table, too - just put the continuations inside of the EffectOptions table as well. //Remember to check the console when you're testing out your particle list - it'll tell you if there were any problems reading the file, and if any of your lists need to be split up. "example_particle_file.pcf" " effect_1 effect_two effect_the_third_one another_dang_effect etc effects with spaces in their names work too //you can comment effects out by putting two slashes in front of them yet_another_effect //you can also add comments after them, it'll ignore everything on that line after the two slashes " "whoa_more_particles.pcf" " flame01 flame02 flame02_a flame_colorable bigexplosion01 electricity_yellow electricity_white custombulleteffect01 custombulleteffect01a custombulleteffect02 custombulleteffect02a laserbeam_colorable01 laserbeam_colorable01a laserbeam_colorable01b " "you_get_the_idea.pcf" " rain_ambient_01 rain_ambient_02 im_gonna_stop_making_up_effect_names_now " }