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https://github.com/lifestorm/wnsrc.git
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140 lines
4.7 KiB
Lua
140 lines
4.7 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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"EffectList"
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{
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//At the beginning of the file is an Info table that gives the tool some information it needs -
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//what to name the category, which effects should attach to two points, which effects should show the color selector, and that sort of thing.
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"Info"
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{
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//This is the name of the category that all of your particle lists will get dropped into
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"CategoryName" "Example Category"
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"EffectOptions"
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{
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//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)
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"Beams"
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"
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electricity_yellow
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electricity_white
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custombulleteffect01
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custombulleteffect01a
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custombulleteffect02
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custombulleteffect02a
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laserbeam_colorable01
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laserbeam_colorable01a
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laserbeam_colorable01b
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!UTILEFFECT!internalname
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"
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//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
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//(util effects aren't colorable, don't add them to these lists)
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//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).
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"Color1"
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"
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flame_colorable
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"
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//Colorable effects that use a color value out of 255 - i.e. light red should move the color controlpoint(s) to (255 127 127).
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"Color255"
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"
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laserbeam_colorable01
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laserbeam_colorable01a
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laserbeam_colorable01b
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"
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//List of effects that should be available in the Tracer tool's browser. Generally, any 'beam' effect will also work as a tracer effect,
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//but you should probably avoid adding big, flashy, or permanent effects that you don't want players to be spamming a whole bunch of.
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"Tracers"
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"
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electricity_yellow
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electricity_white
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custombulleteffect01
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custombulleteffect01a
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custombulleteffect02
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custombulleteffect02a
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laserbeam_colorable01
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laserbeam_colorable01a
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laserbeam_colorable01b
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!UTILEFFECT!internalname
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"
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}
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//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.
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//If you only want to add .pcf effects, you can safely remove this table.
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//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.
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"UtilEffects"
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{
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"Display Name" "!UTILEFFECT!internalname" //remember to add the !UTILEFFECT! flag to the beginning
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}
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}
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//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),
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//and then another string, containing all the effect names in the list, with one name per line.
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//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.
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//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
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//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
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//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".
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//This works for the list strings inside of the EffectOptions table, too - just put the continuations inside of the EffectOptions table as well.
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//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.
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"example_particle_file.pcf"
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"
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effect_1
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effect_two
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effect_the_third_one
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another_dang_effect
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etc
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effects with spaces in their names work too
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//you can comment effects out by putting two slashes in front of them
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yet_another_effect //you can also add comments after them, it'll ignore everything on that line after the two slashes
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"
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"whoa_more_particles.pcf"
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"
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flame01
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flame02
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flame02_a
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flame_colorable
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bigexplosion01
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electricity_yellow
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electricity_white
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custombulleteffect01
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custombulleteffect01a
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custombulleteffect02
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custombulleteffect02a
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laserbeam_colorable01
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laserbeam_colorable01a
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laserbeam_colorable01b
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"
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"you_get_the_idea.pcf"
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"
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rain_ambient_01
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rain_ambient_02
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im_gonna_stop_making_up_effect_names_now
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"
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} |