CC - Particle Animations
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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 exampleCode (Text):
SMOKE_NORMAL, 1.0, 0.0, 0.0, 20.0, 1, TILTED_RINGS
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'
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
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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