From ce70dcdb3f657f8fa1cf48ca9ba9a6074f40c3f5 Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Wed, 11 Jan 2006 18:52:29 +0000 Subject: * Flamer damage down to 20 from 31 * Zap repeat rate down to 1500ms from 2000ms * Knockback from pouncing now 3 times as strong * Updates to the particle and trail systems sections of the manual * Merged ioq3-r470 --- misc/manual.lyx | 163 +++++++++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 157 insertions(+), 6 deletions(-) (limited to 'misc') diff --git a/misc/manual.lyx b/misc/manual.lyx index 30cf4830..80f162f8 100644 --- a/misc/manual.lyx +++ b/misc/manual.lyx @@ -30,7 +30,7 @@ \layout Title -TREMULOUS 1.0.2 +TREMULOUS 1.1.0 \layout Standard @@ -6130,10 +6130,15 @@ aShinyNewParticleSystem ejector { } \layout LyX-Code + thirdPersonOnly +\layout LyX-Code + } \layout Standard -The role of the particle ejector is to create some number of new particles +The thirdPersonOnly keyword may be used to specify that the particle system + is not visible from the first person if it relates to that client. + The role of the particle ejector is to create some number of new particles at a defined rate. These attributes are controlled by the following parameters: \layout Itemize @@ -6222,6 +6227,15 @@ sync on birth and the last frame is displayed immediately before death. \layout Itemize +model ... + - use one of the specified models as the particle. + This cannot be used in conjunction with the shader keyword. +\layout Itemize + +modelAnmation |sync - animation + parameters to use when model particles are employed. +\layout Itemize + \emph on displacement @@ -6244,7 +6258,7 @@ normalDisplacement \emph on -velocityType static|tag|cent|normal +velocityType static|static_transform|tag|cent|normal \emph default - this specifies how the particle will compute its initial velocity. @@ -6253,7 +6267,8 @@ static \emph default means it is specified statically in the .particle file, \emph on -tag +static_transform means the same, except that it is transformed by the orientatio +n matrix of what it is attached to, tag \emph default means the velocity is in the direction of the tag it is attached to, \emph on @@ -6336,7 +6351,7 @@ parentVelocityFraction \emph on -accelerationType static|tag|cent|normal +accelerationType static|static_transform|tag|cent|normal \emph default - this specifies how the particle will compute its acceleration. @@ -6344,6 +6359,11 @@ accelerationType static|tag|cent|normal static \emph default means it is specified statically in the .particle file, +\emph on +static_transform means the same, except that it is transformed by the orientatio +n matrix of what it is attached to, +\emph default + \emph on tag \emph default @@ -6428,6 +6448,23 @@ cull is used particles are culled as soon as they collide with objects. \layout Itemize +bounceMark - make a mark at each bounce point + for up to bounces. +\layout Itemize + +bounceSound - make a sound at each bounce point for up to + bounces. +\layout Itemize + +dynamicLight { } + - attach a dynamic light to this particle. +\layout Itemize + +color { } { } - color the particle + where refers to the initial color component and refers to the final + color component. +\layout Itemize + \emph on overdrawProtection @@ -6527,6 +6564,10 @@ childSystem - specifies a particle system to attach to this particle. \layout Itemize +childTrailSystem - specifies a trail system to attach to + this particle. +\layout Itemize + \emph on onDeathSystem @@ -6700,6 +6741,110 @@ aShinyNewParticleSystem } \layout Subsection +Trail System +\layout Standard + +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: +\layout LyX-Code + +aShinyNewTrailSystem { } +\layout Standard + +Inside the particle system declaration are placed up to four trail beams. + Beams are identified by the keyword beam and curly braces: +\layout LyX-Code + +aShinyNewTrailSystem +\layout LyX-Code + +{ +\layout LyX-Code + + beam { } +\layout LyX-Code + + beam { } +\layout LyX-Code + + thirdPersonOnly +\layout LyX-Code + +} +\layout Standard + +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: +\layout LyX-Code + +\layout Itemize + + +\emph on +shader - the shader to use to texture this beam. +\layout Itemize + +segments - the number of quads that make up the beam. +\layout Itemize + +width - the width of the beam at the front and + back. +\layout Itemize + +alpha - the alpha of the beam at the front and + back. +\layout Itemize + +color { } {
} - the color of the beam at the + front and back. +\layout Itemize + +segmentTime