# Trail System Note that as of Tremulous 1.1.0 there is no way to trigger a trail system with map entities. However, a trail system can be attached to a Particle System with the `childTrailSystem` key. Files matching the pattern `scripts/*.trail` are loaded as trail system description files. Each `.trail` file can contain an arbitrary number of discrete trail systems, much like a `.shader` file can house many shaders. A trail system is declared by a name followed by curly braces within which the functionality of the trail system is defined. For example: ``` aShinyNewTrailSystem { } ``` Inside the particle system declaration are placed up to four trail beams. Beams are identified by the keyword beam and curly braces: ``` aShinyNewTrailSystem { beam { } beam { } thirdPersonOnly } ``` The `thirdPersonOnly` keyword may be used to specify that the trail system is not visible from the first person if it relates to that client. A trail beam describes the appearance of one element of the trail system: - `shader ` - the shader to use to texture this beam. - `segments ` - the number of quads that make up the beam. - `width ` - the width of the beam at the front and back. - `alpha ` - the alpha of the beam at the front and back. - `color { } {
}` - the color of the beam at the front and back. - `segmentTime