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ded:generator_triggers [2013-01-21 08:09] – external edit 127.0.0.1 | ded:generator_triggers [2017-03-20 06:02] (current) – [State triggered] skyjake | ||
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+ | ====== Particle generator triggers ====== | ||
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+ | ===== State triggered ===== | ||
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+ | //State// triggering means that the generator is spawned when any [[mobj]] enters the [[state]] the generator has been associated with. The mobj in question will become the source of the generator. State triggering is especially useful with "one time" effects such as explosions. | ||
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+ | This trigger method should be avoided with [[thing]]s that have a loop of states (if the [[generator# | ||
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+ | ===== Thing type triggered ===== | ||
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+ | All //thing type// triggered generators are spawned at the beginning of a level. Each thing type triggered generator definition gets its own particle generator entity. Type triggering makes the generator multi-sourced: | ||
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+ | ==== Syntax Example ==== | ||
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+ | The following snippet illustrates the typical form of generators using the type triggered method: | ||
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+ | Generator { | ||
+ | Mobj = " | ||
+ | Spawn Age = -1; # No spawn age limit | ||
+ | Max Age = -1; # No max age limit | ||
+ | Particles = 600; # Large number of particles | ||
+ | # ... more definition statements ... | ||
+ | } | ||
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+ | ===== Damage triggered ===== | ||
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+ | //Damage// triggered generators are spawned when a [[mobj]] of given type receives damage. | ||
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+ | ===== Flat triggered ===== | ||
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+ | //Flat// triggering works a bit differently. The map is periodically checked for any [[plane]]s (floors and ceilings) with the specified flat assigned as it's texture. A generator is spawned for all planes that match the associated flat. The [[sector]] to which the plane belongs will become the source of the generator. The origin of the particles can be the ceiling or floor plane, or the space in between. The default behaviour can be modified using the [[generator# | ||
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+ | ===== Map triggered ===== | ||
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+ | //Map// triggered generators are all spawned in the beginning of a map, but only if the level has a map ID that matches the generator' | ||
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