CC - Particle Animations

Aug 20, 2016
CC - Particle Animations
  • UPDATING FROM 2.8.2 BELOW MUST READ:
    Particle Animations:
    The SPEED and COUNT for particle animations now need to be 20 and 1 respectively to match the old animation style. Increase the count value to thin the animation and increase the speed to speed the animation up.
    An example​

    Code (Text):

    [LEFT]SMOKE_NORMAL, 1.0, 0.0, 0.0, 20.0, 1, TILTED_RINGS
     
    [/LEFT]

    CS:GO and Roulette Animations
    For both the CS:GO and Roulette animations the tick-speed-per-run value has changed DRASTICALLY and now must be a value ABOVE 1. To get a smooth feel, change your tick-speed-per-run to 3 and your final-crate-tick-length to 11
    An example:​
    Code (Text):

    Roulette:
      inv-name: '&8&l> &6&l%crate%'
      tick-sound: BLOCK_IRON_DOOR_CLOSE, 5, 5
      tile-update-ticks: 2
      tick-speed-per-run: 3
      final-crate-tick-length: 11
      random-blocks:
        - STAINED_GLASS_PANE;1
     


    A list of all particle animations below:

    CIRCLE

    SPIRAL

    DOUBLE_SPIRAL

    GROWING_SPIRAL

    TILTED_RINGS

    OFFSET_TILTED_RINGS

    CLICK ME FOR A VIDEO SETUP

    How to set up:
    Particle animations are formatted the EXACT same as classic particles EXCEPT you simply add the animation name to the end:
    Code (Text):

      - 'SMOKE_NORMAL, 1.0, 0, 0, 0, 1, TILTED_RINGS'
     
    The x Offset, y Offset, and z Offset's values change to be able to modify the animation.
    For the TILTED_RINGS and OFFSET_TILTED_RINGS animations, the numbers correspond as so:
    Code (Text):

    PARTICLE_NAME, radius of the effect, y offset (how far offset the base of the effect is), rotation (in degrees to rotate the animation to face forward for the crate), ANIMATION_NAME
     
    for EVERY OTHER PARTICLE it is formatted as so:
    Code (Text):

    PARTICLE_NAME, radius of the effect, y offset (how far offset the base of the effect is), height (of the effect), ANIMATION_NAME
     

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