Scripting information (Carnage Contest)
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Below is some useful information for Carnage Contest scripters.
Below are listed the available particles that can be created with the particle(type,x,y) command.
| Image | Name of particle | Info |
|---|---|---|
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p_smoke | Smoke is not affected by gravity and has nearly no movement. It's very hard to see so it's better to create more than one smoke particle. |
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p_lightpuff | Is not affected by gravity but is randomly moving in a small area (by default). |
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p_fragment | Is affected by gravity. When called it creates more than one particle. |
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p_blood | Affected by gravity. When it hits the ground it doesn't create blood. |
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p_bigblood | Affected by gravity. When it hits the ground it creates blood. |
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p_muzzle | Creates a muzzleflash that is not affected by gravity. Good as a weapon shooting effect. |
| File:P bubble.png | p_bubble | A bubble which is only visible inside the water. Becomes transparent (fade out) when it reaches the water surface. |
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p_waterray | This is a water effect. Is not affected by gravity and wind. |
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p_waterhit | This is an water effect. Is not affected by gravity and wind. Normally it's used as an effect for particles hitting the water. |
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p_bodypart | Is affected by gravity and the body gets fired into a random direction at random speed. By default it already creates blood particles. |
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p_ring | Is not affected by wind and gravity. |
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p_firefragment | This fragment is affected by wind and gravity. Creates a line of particles. |
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p_explosion | Is not affected by wind and gravity. |
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p_dust | Is affected by wind and gravity, more by wind than by gravity. The dust is very hard too see. |
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p_flare | Is not affected by wind and gravity. This particle lasts long. |
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p_spark | Is affected by wind and gravity and collides with the terrain/players/objects. Sparks can easily decrease the FPS and cause lags when you create too many of them (because of the collision detection). So do not create too many particles of this type at the same time. |
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p_bullet | Is affected by wind and gravity. Gets fired up and then falls down. |
Commands which use these states are getplayerstate(player,state) and playerstate(player,state,set)
These blend types get used by the command setblend(blend)





















