Difference between revisions of "Particle System Operators"

From Valve Developer Community
Jump to: navigation, search
(== Set Control Point to Particles' Center == Added)
(Format! :] and some grammar)
Line 21: Line 21:
 
Fades a particle's alpha value to specified values over a specified time, then kills the particle.
 
Fades a particle's alpha value to specified values over a specified time, then kills the particle.
  
{| class=standard-table
+
; start_alpha
! Parameter !! Description
+
: The alpha that the particle will fade in from.  It will fade to its initialized alpha.
|-
+
; end_alpha
| start_alpha || The alpha that the particle will fade in from.  It will fade to its initialized alpha.
+
: The alpha the particle will fade out to.
|-
+
; start_fade_in_time
| end_alpha || The alpha the particle will fade out to.
+
: Time at which to begin to fade in (proportion of lifespan).
|-
+
; end_fade_in_time
| start_fade_in_time || Time at which to begin to fade in (proportion of lifespan).
+
: Time at which to end to fade in (proportion of lifespan).
|-
+
; start_fade_out_time
| end_fade_in_time || Time at which to end to fade in (proportion of lifespan).
+
: Time at which to begin fading out the particle (proportion of lifespan).
|-
+
; end_fade_out_time
| start_fade_out_time || Time at which to begin fading out the particle (proportion of lifespan).
+
: Time at which to end fading out the particle (proportion of lifespan).
|-
 
| end_fade_out_time || Time at which to end fading out the particle (proportion of lifespan).
 
|}
 
 
 
  
 
== Alpha Fade In Random ==
 
== Alpha Fade In Random ==
 
Fades a particle in from 0 alpha with random range of time in absolute or proportional time.
 
Fades a particle in from 0 alpha with random range of time in absolute or proportional time.
  
{| class=standard-table
+
; fade in time min
! Parameter !! Description
+
: The minimum time the particle will fade in over.
|-
+
; fade in time max
| fade in time min || The minimum time the particle will fade in over.
+
: The maximum time the particle will fade in over.
|-
+
; fade in time exponent
| fade in time max || The maximum time the particle will fade in over.
+
: A bias to the random range which alters the distribution curve.
|-
+
; proportional 0/1
| fade in time exponent || A bias to the random range which alters the distribution curve.
+
: This allows the fade in time range to be treated as a fraction of the lifespan of the particle (1) or absolute seconds (0).
|-
 
| proportional 0/1 || This allows the fade in time range to be treated as a fraction of the lifespan of the particle (1) or absolute seconds (0).
 
|}
 
 
 
  
 
== Alpha Fade Out Random ==
 
== Alpha Fade Out Random ==
 
Fades a particle out from it's initial alpha to 0 with random range of time in absolute or proportional time.  Proportion or absolute time is calculated from the end of the particle's lifespan.  For example, a .25 setting in proportional mode will cause the particle to fade over the last quarter of its lifespan, while 2 in nonproportional would be the last 2 seconds of its life.  --alpha_fade_out does not include a lifespan_decay--
 
Fades a particle out from it's initial alpha to 0 with random range of time in absolute or proportional time.  Proportion or absolute time is calculated from the end of the particle's lifespan.  For example, a .25 setting in proportional mode will cause the particle to fade over the last quarter of its lifespan, while 2 in nonproportional would be the last 2 seconds of its life.  --alpha_fade_out does not include a lifespan_decay--
  
{| class=standard-table
+
; fade out time min
! Parameter !! Description
+
: The minimum time the particle will fade in over.
|-
+
; fade out time max
| fade out time min || The minimum time the particle will fade in over.
+
: The maximum time the particle will fade in over.
|-
+
; fade out time exponent
| fade out time max || The maximum time the particle will fade in over.
+
: A bias to the random range which alters the distribution curve.
|-
+
; proportional 0/1
| fade out time exponent || A bias to the random range which alters the distribution curve.
+
: This allows the fade out time range to be treated as a fraction of the lifespan of the particle (1) or absolute seconds (0).
|-
 
| proportional 0/1 || This allows the fade out time range to be treated as a fraction of the lifespan of the particle (1) or absolute seconds (0).
 
|}
 
 
 
  
 
== Color Fade ==
 
== Color Fade ==
 
Fades the color of a particle to a target color over a given amount of time.
 
Fades the color of a particle to a target color over a given amount of time.
  
{| class=standard-table
+
; color_fade
! Parameter !! Description
+
: Color to fade to.
|-
+
; color_fade_time
| color_fade || Color to fade to.
+
: Time over which to fade the color (seconds).
|-
 
| color_fade_time || Time over which to fade the color (seconds).
 
|}
 
 
 
  
 
== Movement Basic ==
 
== Movement Basic ==
 
Allows for basic movement of the particle through space.
 
Allows for basic movement of the particle through space.
  
{| class=standard-table
+
; gravity
! Parameter !! Description
+
: Gravity to apply to the particle.
|-
+
; drag
| gravity || Gravity to apply to the particle.
+
: Drag to apply to the velocity of the particle.
|-
 
| drag || Drag to apply to the velocity of the particle.
 
|}
 
 
 
  
 
== Rotation Spin Roll ==
 
== Rotation Spin Roll ==
 
Adds rotational spin to the particle, including spinning down and minimum spin.
 
Adds rotational spin to the particle, including spinning down and minimum spin.
  
{| class=standard-table
+
; spin_rate_degrees
! Parameter !! Description
+
: Rate at which to spin (degrees).
|-
+
; spin_stop_time
| spin_rate_degrees || Rate at which to spin (degrees).
+
: Time at which to be at the minimum speed (seconds).
|-
+
; spin_rate_min
| spin_stop_time || Time at which to be at the minimum speed (seconds).
+
: Minimum spin to be at when the stop time is past (degrees).
|-
 
| spin_rate_min || Minimum spin to be at when the stop time is past (degrees).
 
|}
 
 
 
  
 
== Rotation Spin Yaw ==
 
== Rotation Spin Yaw ==
 
Adds rotational spin to the particle's yaw axis, including spinning down and minimum spin.  Works just like the roll rotation spin.
 
Adds rotational spin to the particle's yaw axis, including spinning down and minimum spin.  Works just like the roll rotation spin.
  
{| class=standard-table
+
; spin_rate_degrees
! Parameter !! Description
+
: Rate at which to spin (degrees).
|-
+
; spin_stop_time
| spin_rate_degrees || Rate at which to spin (degrees).
+
: Time at which to be at the minimum speed (seconds).
|-
+
; spin_rate_min
| spin_stop_time || Time at which to be at the minimum speed (seconds).
+
: Minimum spin to be at when the stop time is past (degrees).
|-
 
| spin_rate_min || Minimum spin to be at when the stop time is past (degrees).
 
|}
 
  
 
== Radius Scale ==
 
== Radius Scale ==
 
Scales the radius of the particle over time.
 
Scales the radius of the particle over time.
  
{| class=standard-table
+
; start_time
! Parameter !! Description
+
: Time at which to begin the scaling (second).
|-
+
; end_time
| start_time || Time at which to begin the scaling (second).
+
: Time at which to end the scaling (seconds).
|-
+
; radius_start_scale
| end_time || Time at which to end the scaling (seconds).
+
: Scale value at the beginning of the scaling.
|-
+
;radius_end_scale
| radius_start_scale || Scale value at the beginning of the scaling.
+
: Scale value at the end of the scaling.
|-
+
; ease_in_and_out
| radius_end_scale || Scale value at the end of the scaling.
+
: Spline scaling curve.
|-
+
;scale_bias
| ease_in_and_out || Spline scaling curve.
+
: Bias the curve towards either end (0..1).
|-
 
| scale_bias || Bias the curve towards either end (0..1)
 
|}
 
  
 
== Movement Lock to Controlpoint ==
 
== Movement Lock to Controlpoint ==
 
Forces the position of a particle to that of some control point on the emitter.
 
Forces the position of a particle to that of some control point on the emitter.
  
{| class=standard-table
+
; start_fadeout_min
! Parameter !! Description
+
: Bottom range of time to start fading out the lock (leave the particle behind).
|-
+
; start_fadeout_max
| start_fadeout_min || Bottom range of time to start fading out the lock (leave the particle behind).
+
: Top range of time to start fading out the lock (leave the particle behind).
|-
+
; end_fadeout_min
| start_fadeout_max || Top range of time to start fading out the lock (leave the particle behind).
+
: Bottom range of time to end fading out the lock.  Particle will be fully disengaged from the control points movement at this point.
|-
+
; end_fadeout_max
| end_fadeout_min || Bottom range of time to end fading out the lock.  Particle will be fully disengaged from the control points movement at this point.
+
: Top range of time to end fading out the lock.  Particle will be fully disengaged from the control points movement at this point.
|-
+
; start/end exponents
| end_fadeout_max || Top range of time to end fading out the lock.  Particle will be fully disengaged from the control points movement at this point.
+
: Bias on the selection within the range.
|-
+
; control point number
| start/end exponents || Bias on the selection within the range.
+
: Which control point to lock to
|-
+
; fade distance
| control point number || Which control point to lock to
+
: Particles will detach as they approach this distance
|-
+
; lock rotation
| fade distance || particles will detach as they approach this distance
+
: This will update a particle relative to a Control Point's rotation as well as position.
|-
 
| lock rotation || this will update a particle relative to a CP's rotation as well as position.
 
|}
 
  
 
== Movement Lock to Bone ==
 
== Movement Lock to Bone ==
 
Lock to Bone works like the Position Lock to Control Point operator, but is used in combination with the random position on model initializer.  Given a particle is emitted from a particular bone, it will update its position based on the specific movement of that bone. Excellent for player auras or burning players.
 
Lock to Bone works like the Position Lock to Control Point operator, but is used in combination with the random position on model initializer.  Given a particle is emitted from a particular bone, it will update its position based on the specific movement of that bone. Excellent for player auras or burning players.
  
{| class=standard-table
+
; control_point_number
! Parameter !! Description
+
: The control point that references the model in question.
|-
+
; lifetime start fade
| control_point_number|| The control point that references the model in question.
+
: The time at which to start fading the lock - relative to particle lifespan (0-1).
|-
+
; lifetime end fade
| lifestime start fade || The time at which to start fading the lock - relative to particle lifespan (0-1).
+
: The time at which to end (fully detach) the lock - relative to particle lifespan (0-1).
|-
 
| lifetime end fade || The time at which to end (fully detach) the lock - relative to particle lifespan (0-1).
 
|}
 
  
 
== Oscillate Scalar ==
 
== Oscillate Scalar ==
Line 180: Line 144:
  
 
[[Image:sin_wave.jpg|thumb|right|250px|Scalars are mapped to a sin wave oscillation.  A few sample frequencies have been marked.]]
 
[[Image:sin_wave.jpg|thumb|right|250px|Scalars are mapped to a sin wave oscillation.  A few sample frequencies have been marked.]]
{| class=standard-table
+
 
! Parameter !! Description
+
; proportional
|-
+
: This bool sets whether to oscillate at the specified frequency over the lifespan of the particle (1) or per second (0)
| proportional || This bool sets whether to oscillate at the specified frequency over the lifespan of the particle (1) or per second (0)
+
; oscillation frequency max
|-
+
: Top range of frequency of oscillation.  Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second.  A high frequency will cause the particle to strobe, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
| oscillation frequency max || Top range of frequency of oscillation.  Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second.  A high frequency will cause the particle to strobe, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
+
; oscillation frequency min
|-
+
: Bottom range of frequency of oscillation.  Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second.  A high frequency will cause the particle to strobe, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
| oscillation frequency min || Bottom range of frequency of oscillation.  Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second.  A high frequency will cause the particle to strobe, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
+
; oscillation rate max
|-
+
: Top range of rate of change applied.  This defines how much the particular output field changes per frame.  Some fields (such as alpha) will be automatically clamped from 0.0 to 1.0, while others, such as radius, are not capped.   
| oscillation rate max || Top range of rate of change applied.  This defines how much the particular output field changes per frame.  Some fields (such as alpha) will be automatically clamped from 0.0 to 1.0, while others, such as radius, are not capped.   
+
; oscillation rate min
|-
+
: Bottom range of rate of change applied.  This defines how much the particular output field changes per frame.  Some fields (such as alpha) will be automatically clamped from 0.0 to 1.0, while others, such as radius, are not capped.   
| oscillation rate min || Bottom range of rate of change applied.  This defines how much the particular output field changes per frame.  Some fields (such as alpha) will be automatically clamped from 0.0 to 1.0, while others, such as radius, are not capped.   
+
; oscillation field
|-
+
: What parameter is oscillated.  This can be alpha, radius, roll, etc.
| oscillation field || What parameter is oscillated.  This can be alpha, radius, roll, etc.
+
; start time min/max
|-
+
: A range defining when to start applying the oscillation.  Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
| start time min/max || A range defining when to start applying the oscillation.  Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
+
; end time min/max
|-
+
: A range defining when to stop applying the oscillation.  Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
| end time min/max || A range defining when to stop applying the oscillation.  Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
+
; oscillation multiplier
|-
+
: This is a simple multiplier for the oscillation rate min/maxes.
| oscillation multiplier || This is a simple multiplier for the oscillation rate min/maxes.
+
; oscillation start phase
|-
+
: This is where on the sin curve oscillation begins.
| oscillation start phase || This is where on the sin curve oscillation begins.
 
|}
 
  
 
== Oscillate Vector ==
 
== Oscillate Vector ==
Line 208: Line 170:
  
 
[[Image:sin_wave.jpg|thumb|right|250px|Scalars are mapped to a sin wave oscillation.  A few sample frequencies have been marked.]]
 
[[Image:sin_wave.jpg|thumb|right|250px|Scalars are mapped to a sin wave oscillation.  A few sample frequencies have been marked.]]
{| class=standard-table
 
! Parameter !! Description
 
|-
 
| proportional || This bool sets whether to oscillate at the specified frequency over the lifespan of the particle (1) or per second (0)
 
|-
 
| oscillation frequency max || Top range of frequency of oscillation.  Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second.  A high frequency will cause the particle to quickly move back and forth, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
 
|-
 
| oscillation frequency min || Bottom range of frequency of oscillation.  Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second.  A high frequency will cause the particle to quickly move back and forth, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
 
|-
 
| oscillation rate max || Top range of rate of change applied.  This defines how much the particular output field changes per frame.  Color will be automatically clamped from 0 to 255, while position is not capped. 
 
|-
 
| oscillation rate min || Bottom range of rate of change applied.  This defines how much the particular output field changes per frame.  Color will be automatically clamped from 0 to 255, while position is not capped. 
 
|-
 
| oscillation field || What parameter is oscillated.  This can be color or position.
 
|-
 
| start time min/max || A range defining when to start applying the oscillation.  Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
 
|-
 
| end time min/max || A range defining when to stop applying the oscillation.  Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
 
|-
 
| oscillation multiplier || This is a simple multiplier for the oscillation rate min/maxes.
 
|-
 
| oscillation start phase || This is where on the sin curve oscillation begins.
 
|}
 
  
 +
; proportional
 +
: This bool sets whether to oscillate at the specified frequency over the lifespan of the particle (1) or per second (0)
 +
; oscillation frequency max
 +
: Top range of frequency of oscillation.  Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second.  A high frequency will cause the particle to quickly move back and forth, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
 +
; oscillation frequency min
 +
: Bottom range of frequency of oscillation.  Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second.  A high frequency will cause the particle to quickly move back and forth, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
 +
; oscillation rate max
 +
: Top range of rate of change applied.  This defines how much the particular output field changes per frame.  Color will be automatically clamped from 0 to 255, while position is not capped. 
 +
; oscillation rate min
 +
: Bottom range of rate of change applied.  This defines how much the particular output field changes per frame.  Color will be automatically clamped from 0 to 255, while position is not capped.
 +
; oscillation field
 +
: What parameter is oscillated.  This can be color or position.
 +
; start time min/max
 +
: A range defining when to start applying the oscillation.  Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
 +
; end time min/max
 +
: A range defining when to stop applying the oscillation.  Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
 +
; oscillation multiplier
 +
: This is a simple multiplier for the oscillation rate min/maxes.
 +
; oscillation start phase
 +
: This is where on the sin curve oscillation begins.
  
 
== Movement Dampen Relative to Control Point ==
 
== Movement Dampen Relative to Control Point ==
 
This operator suppresses movement as a particle approaches the specified control point.  This can be used with lock to control point (and it's distance fade option) to have CPs "capture" particles near them and draw them along with them.  It can also lock endpoints of a line of particles while allowing the middle section to move freely.
 
This operator suppresses movement as a particle approaches the specified control point.  This can be used with lock to control point (and it's distance fade option) to have CPs "capture" particles near them and draw them along with them.  It can also lock endpoints of a line of particles while allowing the middle section to move freely.
  
{| class=standard-table
+
; control_point_number
! Parameter !! Description
+
: The control point to dampen relative to.
|-
+
; falloff range
| control_point_number|| The control point to dampen relative to.
+
: The distance over which the dampening will fall off.
|-
+
; dampen scale
| falloff range || The distance over which the dampening will fall off.
+
: The strength of the movement dampening.
|-
 
| dampen scale || The strength of the movement dampening.
 
|}
 
  
 
== Set Control Point Positions ==
 
== Set Control Point Positions ==
 
Defines an internal control point for the particle system.
 
Defines an internal control point for the particle system.
  
{| class=standard-table
+
; First Control Point Number
! Parameter !! Description
+
: Which number to assign to the control point.
|-
+
; First Control Point Parent
| First Control Point Number || Which number to assign to the control point.
+
: Specify another control point to use as a parent. Leave at zero to use origin.
|-
+
; First Control Point Location
| First Control Point Parent || Specify another control point to use as a parent. Leave at zero to use origin.
+
: Location, set using coordinates.
|-
+
; Second Control Point Number
| First Control Point Location || Location, set using coordinates.
+
: Which number to assign to the control point.
|-
+
; Second Control Point Parent
| Second Control Point Number || Which number to assign to the control point.
+
: Specify another control point to use as a parent. Leave at zero to use origin.
|-
+
; Second Control Point Location
| Second Control Point Parent || Specify another control point to use as a parent. Leave at zero to use origin.
+
: Location, set using coordinates.
|-
+
; Third Control Point Number
| Second Control Point Location || Location, set using coordinates.
+
: Which number to assign to the control point.
|-
+
; Third Control Point Parent
| Third Control Point Number || Which number to assign to the control point.
+
: Specify another control point to use as a parent. Leave at zero to use origin.
|-
+
; Third Control Point Location
| Third Control Point Parent || Specify another control point to use as a parent. Leave at zero to use origin.
+
: Location, set using coordinates.
|-
+
; Fourth Control Point Number
| Third Control Point Location || Location, set using coordinates.
+
: Which number to assign to the control point.
|-
+
; Fourth Control Point Parent
| Fourth Control Point Number || Which number to assign to the control point.
+
: Specify another control point to use as a parent. Leave at zero to use origin.
|-
+
; Fourth Control Point Location
| Fourth Control Point Parent || Specify another control point to use as a parent. Leave at zero to use origin.
+
: Location, set using coordinates.
|-
+
; Set positions in world space
| Fourth Control Point Location || Location, set using coordinates.
+
: Set to one to offset coordinates using map's origin
|-
+
; Control Point to offset positions from
| Set positions in world space || Set to one to offset coordinates using map's origin
+
: Offset coordinates using this control point as origin
|-
 
| Control Point to offset positions from || Offset coordinates using this control point as origin
 
|}
 
 
 
  
 
== Set Control Point to Particles' Center ==
 
== Set Control Point to Particles' Center ==
 
Sets a control point relative to the particle system's center.
 
Sets a control point relative to the particle system's center.
  
{| class=standard-table
+
; Control Point Number to Set
! Parameter !! Description
+
: Which number to assign to the control point.
|-
+
; Center Offset
| Control Point Number to Set || Which number to assign to the control point.
+
: Coordinates to use in order to offset control point from particle system's origin.
|-
 
| Center Offset || Coordinates to use in order to offset control point from particle system's origin
 
|}
 

Revision as of 17:44, 30 August 2009


Common Operators

Generally all particle systems need a movement_basic operator and a lifespan_decay. All particles need movement_basic in order to move at all. Also, without a lifespan_decay, particles will not be destroyed once their lifespan is up (the alpha_fade operator is an early operator that also includes lifespan_decay in it, so it also will provide the same function, thus a lifespan_decay isn't needed when used with an alpha_fade operator.)

General Operations

Operator Fade In/Fade Out/Fade Oscillate - These are standard operators that work on all operators. Depending on the operator, the fade component may or may not work, but rather it may be a binary effect.

In and Out times are relative to the emitter lifespan, so an operator that fades in after 3 seconds does so relative to the emitters life, not the individual particle.

If an oscillation time is set, fade in and fade out times become 0.0 to 1.0 times relative to that oscillation time. That is if you wish your operator to oscillate in and out, setting an oscillation time of 4, a fade in of .25 and a fade out of .75 would mean that the operator has no effect for 1 second (one quarter the oscillation cycle time), works for 2 seconds (.25-.75), fades back out at 3 (three quarters of the oscillation cycle time), and then the cycle loops at the 4th second back to the start.


Lifespan Decay

Deletes a particle when its lifespan expires. Takes no parameters. Without this or alpha_fade your particles will never expire.


Alpha Fade and Decay

Fades a particle's alpha value to specified values over a specified time, then kills the particle.

start_alpha
The alpha that the particle will fade in from. It will fade to its initialized alpha.
end_alpha
The alpha the particle will fade out to.
start_fade_in_time
Time at which to begin to fade in (proportion of lifespan).
end_fade_in_time
Time at which to end to fade in (proportion of lifespan).
start_fade_out_time
Time at which to begin fading out the particle (proportion of lifespan).
end_fade_out_time
Time at which to end fading out the particle (proportion of lifespan).

Alpha Fade In Random

Fades a particle in from 0 alpha with random range of time in absolute or proportional time.

fade in time min
The minimum time the particle will fade in over.
fade in time max
The maximum time the particle will fade in over.
fade in time exponent
A bias to the random range which alters the distribution curve.
proportional 0/1
This allows the fade in time range to be treated as a fraction of the lifespan of the particle (1) or absolute seconds (0).

Alpha Fade Out Random

Fades a particle out from it's initial alpha to 0 with random range of time in absolute or proportional time. Proportion or absolute time is calculated from the end of the particle's lifespan. For example, a .25 setting in proportional mode will cause the particle to fade over the last quarter of its lifespan, while 2 in nonproportional would be the last 2 seconds of its life. --alpha_fade_out does not include a lifespan_decay--

fade out time min
The minimum time the particle will fade in over.
fade out time max
The maximum time the particle will fade in over.
fade out time exponent
A bias to the random range which alters the distribution curve.
proportional 0/1
This allows the fade out time range to be treated as a fraction of the lifespan of the particle (1) or absolute seconds (0).

Color Fade

Fades the color of a particle to a target color over a given amount of time.

color_fade
Color to fade to.
color_fade_time
Time over which to fade the color (seconds).

Movement Basic

Allows for basic movement of the particle through space.

gravity
Gravity to apply to the particle.
drag
Drag to apply to the velocity of the particle.

Rotation Spin Roll

Adds rotational spin to the particle, including spinning down and minimum spin.

spin_rate_degrees
Rate at which to spin (degrees).
spin_stop_time
Time at which to be at the minimum speed (seconds).
spin_rate_min
Minimum spin to be at when the stop time is past (degrees).

Rotation Spin Yaw

Adds rotational spin to the particle's yaw axis, including spinning down and minimum spin. Works just like the roll rotation spin.

spin_rate_degrees
Rate at which to spin (degrees).
spin_stop_time
Time at which to be at the minimum speed (seconds).
spin_rate_min
Minimum spin to be at when the stop time is past (degrees).

Radius Scale

Scales the radius of the particle over time.

start_time
Time at which to begin the scaling (second).
end_time
Time at which to end the scaling (seconds).
radius_start_scale
Scale value at the beginning of the scaling.
radius_end_scale
Scale value at the end of the scaling.
ease_in_and_out
Spline scaling curve.
scale_bias
Bias the curve towards either end (0..1).

Movement Lock to Controlpoint

Forces the position of a particle to that of some control point on the emitter.

start_fadeout_min
Bottom range of time to start fading out the lock (leave the particle behind).
start_fadeout_max
Top range of time to start fading out the lock (leave the particle behind).
end_fadeout_min
Bottom range of time to end fading out the lock. Particle will be fully disengaged from the control points movement at this point.
end_fadeout_max
Top range of time to end fading out the lock. Particle will be fully disengaged from the control points movement at this point.
start/end exponents
Bias on the selection within the range.
control point number
Which control point to lock to
fade distance
Particles will detach as they approach this distance
lock rotation
This will update a particle relative to a Control Point's rotation as well as position.

Movement Lock to Bone

Lock to Bone works like the Position Lock to Control Point operator, but is used in combination with the random position on model initializer. Given a particle is emitted from a particular bone, it will update its position based on the specific movement of that bone. Excellent for player auras or burning players.

control_point_number
The control point that references the model in question.
lifetime start fade
The time at which to start fading the lock - relative to particle lifespan (0-1).
lifetime end fade
The time at which to end (fully detach) the lock - relative to particle lifespan (0-1).

Oscillate Scalar

Oscillates a scalar output value at a certain rate and frequency. This can be used to creating flashing, glowing, pulsing particles or more subtle effects. The start and end timings are useful for creating an effect which occurs only once other operators have reached a desired effect, etc. Multiple oscillators of the same type can be applied to create multiple levels of effects (such as a particle which slowly pulses between small and large, but is also constantly minorly jittering in size as it does so).

Scalars are mapped to a sin wave oscillation. A few sample frequencies have been marked.
proportional
This bool sets whether to oscillate at the specified frequency over the lifespan of the particle (1) or per second (0)
oscillation frequency max
Top range of frequency of oscillation. Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second. A high frequency will cause the particle to strobe, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
oscillation frequency min
Bottom range of frequency of oscillation. Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second. A high frequency will cause the particle to strobe, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
oscillation rate max
Top range of rate of change applied. This defines how much the particular output field changes per frame. Some fields (such as alpha) will be automatically clamped from 0.0 to 1.0, while others, such as radius, are not capped.
oscillation rate min
Bottom range of rate of change applied. This defines how much the particular output field changes per frame. Some fields (such as alpha) will be automatically clamped from 0.0 to 1.0, while others, such as radius, are not capped.
oscillation field
What parameter is oscillated. This can be alpha, radius, roll, etc.
start time min/max
A range defining when to start applying the oscillation. Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
end time min/max
A range defining when to stop applying the oscillation. Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
oscillation multiplier
This is a simple multiplier for the oscillation rate min/maxes.
oscillation start phase
This is where on the sin curve oscillation begins.

Oscillate Vector

Oscillates a vector output value at a certain rate and frequency. This can be used to create weaving, squiggling particles and so forth. The start and end timings are useful for creating an effect which occurs only once other operators have reached a desired effect. Multiple oscillators of the same type can be applied to create multiple levels of effects (such as a bug particle which slowly weaves about on a large scale at random and squiggles constantly as it moves).

Scalars are mapped to a sin wave oscillation. A few sample frequencies have been marked.
proportional
This bool sets whether to oscillate at the specified frequency over the lifespan of the particle (1) or per second (0)
oscillation frequency max
Top range of frequency of oscillation. Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second. A high frequency will cause the particle to quickly move back and forth, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
oscillation frequency min
Bottom range of frequency of oscillation. Depending on whether proportional is set, this frequency will map to the lifespan of the particle or per second. A high frequency will cause the particle to quickly move back and forth, while anything lower than .25 can be used to apply a more constant direction of the rate rather than an oscillating effect.
oscillation rate max
Top range of rate of change applied. This defines how much the particular output field changes per frame. Color will be automatically clamped from 0 to 255, while position is not capped.
oscillation rate min
Bottom range of rate of change applied. This defines how much the particular output field changes per frame. Color will be automatically clamped from 0 to 255, while position is not capped.
oscillation field
What parameter is oscillated. This can be color or position.
start time min/max
A range defining when to start applying the oscillation. Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
end time min/max
A range defining when to stop applying the oscillation. Start/End proportional flag defines whether this is relative to the lifespan of the particle or a strict time in seconds.
oscillation multiplier
This is a simple multiplier for the oscillation rate min/maxes.
oscillation start phase
This is where on the sin curve oscillation begins.

Movement Dampen Relative to Control Point

This operator suppresses movement as a particle approaches the specified control point. This can be used with lock to control point (and it's distance fade option) to have CPs "capture" particles near them and draw them along with them. It can also lock endpoints of a line of particles while allowing the middle section to move freely.

control_point_number
The control point to dampen relative to.
falloff range
The distance over which the dampening will fall off.
dampen scale
The strength of the movement dampening.

Set Control Point Positions

Defines an internal control point for the particle system.

First Control Point Number
Which number to assign to the control point.
First Control Point Parent
Specify another control point to use as a parent. Leave at zero to use origin.
First Control Point Location
Location, set using coordinates.
Second Control Point Number
Which number to assign to the control point.
Second Control Point Parent
Specify another control point to use as a parent. Leave at zero to use origin.
Second Control Point Location
Location, set using coordinates.
Third Control Point Number
Which number to assign to the control point.
Third Control Point Parent
Specify another control point to use as a parent. Leave at zero to use origin.
Third Control Point Location
Location, set using coordinates.
Fourth Control Point Number
Which number to assign to the control point.
Fourth Control Point Parent
Specify another control point to use as a parent. Leave at zero to use origin.
Fourth Control Point Location
Location, set using coordinates.
Set positions in world space
Set to one to offset coordinates using map's origin
Control Point to offset positions from
Offset coordinates using this control point as origin

Set Control Point to Particles' Center

Sets a control point relative to the particle system's center.

Control Point Number to Set
Which number to assign to the control point.
Center Offset
Coordinates to use in order to offset control point from particle system's origin.