QUOTE ("SMIFFGIG")
Something ive discovered recently is that probably around half the tags designed for Particles and Particle systems, are not even used
With alot of fiddling around im sure you could get some pretty amazing effects if you actually used them.
particle and particle systems seem to be only touched on by WW in TS (and even less so in RA2)
I thought id post this here so that other modders can have a go at messing around with some of the tags (as i just havent got time at the moment to do experimenting of any kind), remember post your results
Particle System'sSpawnSparkPercentage=
OneFrameLight=
LightSize=
SparkSpawnFrames=
LaserColor=
Laser=
VelocityPerturbationCoefficient=
MovementPerturbationCoefficient=
PositionPerturbationCoefficient=
SpiralRadius=
SpiralDeltaPerCoord=
ParticlesPerCoord=
SpawnDirection=
BehavesLike=
Lifetime=
SpawnTranslucencyCutoff=
SpawnCutoffSlowdown=
SpawnRadius=
ParticleCap=
SpawnFrames=
HoldsWhat=
ParticleNextParticle=
FinalDamageState=
StartColor2=
StartColor1=
NextParticleOffset=
ZVelocityRange=
MinZVelocity=
YVelocity=
XVelocity=
ColorSpeed=
Translucent25State=
Translucent50State=
StateAIAdvance=
StartStateAI=
EndStateAI=
DeleteOnStateLimit=
Radius=
Deacc=
Velocity=
WindEffect=
NumLoopFrames=
StartFrame=
MaxEC=
MaxDC=
ColorList=
Im not sure of the values and/or value ranges for some of the tags, but thats why i said experiment

I may update this later on posting the obvious value ranges (like binary ones) and ones that are already present in the rules.ini
QUOTE ("Tratos")
Perhaps a short description of what the known ones do might help too.
QUOTE ("The DvD")
Hmm most ones are fairly self-explanatoiry..
Particle System'sSpawnSparkPercentage= ; This is weird one could just use the ParticleCap
OneFrameLight= ;Dunno
LightSize= ;Casts a light
SparkSpawnFrames= ; how many frames will actually create sparks? Dunno the difference with SpawnFrames..
LaserColor= ;This is cool and handy, you can draw a laser without any side effect like stupid red lighting around it.
Laser= ;see above
VelocityPerturbationCoefficient= ;weird stuff
MovementPerturbationCoefficient= ;weird stuff
PositionPerturbationCoefficient= ;weird stuff
SpiralRadius= ;for railguns
SpiralDeltaPerCoord= ; how many spirals per coord (some unit smaller than a pixel) in railgun particle system
ParticlesPerCoord= ; particles per coord
SpawnDirection= ;probably a number (see aircraft facings), or a degree(360 max) or a word (doubt that) (the standard seems to be north(upward))
BehavesLike= ;what kind of particle system...
Lifetime= ; lifetime of the part system
SpawnTranslucencyCutoff= ; when to stop spawning translucent particles (?)
SpawnCutoffSlowdown= ;rate of stopping particles (ie slowing to a halt)
SpawnRadius= ;obvious
ParticleCap= ;number of particles..
SpawnFrames= ;how many frames to spawn particles
HoldsWhat= ;Particle to use
ParticleNextParticle= What followup particle to use (like next= in art.ini)
FinalDamageState= ;dunno
StartColor2= ;obvious
StartColor1= ;obvious
NextParticleOffset= ;offset from 1st particle location that 2nd will start (see above)
ZVelocityRange= ; max Z travel velocity of particles; also affects Z range of particles
MinZVelocity= min Z velocity.
YVelocity= ;duh
XVelocity= ;duh
ColorSpeed= ;Speed to use when shifting particles through colorlist (higher number seems to indicate higher speed, unsure though)
Translucent25State= ; when to use translucency=25
Translucent50State= ;when to use translucency=50 (ie the particle slowly dimmes before being deleted)
StateAIAdvance= ;dunno
StartStateAI= ;no idea
EndStateAI= ;dunno
DeleteOnStateLimit= ;wtf is a state limit?
Radius= ;well duh...
Deacc= ;Rate of deacceleration of particles (higher number seems to indicate faster deacc)
Velocity= ;speed of particles
WindEffect= ; what wind effect to use (direction)
NumLoopFrames= ;not sure what is looped, either whole particle stuff or only certain frames
StartFrame= ;what frame of part sys to start spawning particles?
MaxEC= ;duration of the particles
MaxDC= ;damage per particle
ColorList= color list for particles to shift through, edit like this:
(255,255,255),(0,99,190),(0,100,202),(0,111,180),(255,255,255)
Colors are in R,G,B obviously..
QUOTE ("Ackron the mighty")
i know this is old but does anyone have any more info on what you can do with particle systems
QUOTE ("Clazzy")
That's a good point. We know they can be used for gas, sparks, smoke, railguns, firestreams and (I don't know what it's actually referring to, the damage animation for FS wall?) Firestorm sparks. To be honest, I can't really think of much else we could do with particles.
QUOTE ("drakis")
one thing im curious about is attaching a particle or particle system to a building, say one that generates sparks, and where the sparks land have a small patch of tiberium start to grow.
in the mod im designing i want to have a new building for nod called 'Tiberium Reactor' its basically a giant blue tiberium crystal thats harnessed as a power plant for the bases, and has the side effect of spawning tiberium around it.
thusly, the only sure-fire way i know of having a tiberium-generator is how it was done in the ultima mod, with giving a building a weapon thats attached to the same thing that happens with meteors and spawning tiberium; but you have tio force-fire it on a location to make the tiberium, and it NEVER grows, reguardless of the settings for grow and spread of tiberium.
if anyone can lend a hand in this, please reply or drop me a line.
QUOTE ("The DvD")
Drakis, the problem is, it seems that you can only spawn these small tib patches and not the bigger ones. You also can't make them grow or spread (growing is needed before it can spread). I think this is because the size of a tib patch is controlled by the map it is placed on. (Remember that newly spawned tib patches from tiberium trees also won't ever spread, they grow because there are other patches spawnen right to it, though)
About the particle that you want to attach to the building; there is a bug in TS that makes is so the particle will always stay even when the building is destroyed. The tag to use is NaturalParticleSystem= , if I remember correctly.