Trails
Spawn particles behind projectiles
Last updated
Spawn particles behind projectiles
Last updated
This is the distance, in blocks, between each particle spawn. Usually, you want this number to be a little bit less than 1.0
. Using a tiny number like 0.1
may allow you to create a "perfect line," but this will cause both server/player lag.
This is the distance, in blocks, before the trail starts showing particles. This creates a small gap between the shooter and the trail, so it doesn't cover the player's screen. Defaults to 0.5
blocks. I recommend a value between 0.5
and 1.5
, but you can set these numbers as high as you want.
Defines the shape of the trail. For most use cases, you would only ever want to use LINE
. However, the other options are great for magic/energy weapons.
A straight line of particles, perfectly following the path of the projectile.
Takes no arguments.
Radius
-> How far away from the projectile to spawn the spiral particles
Points
-> How many points will the circle have? Bigger numbers = more detail. Recommend 16 or higher.
Loops
-> How many spirals should we draw at once?
Function
-> A polar equation that supports math operations. Try "2 * cos(4 * theta)"
.
If you use PARAMETRIC
, use a parametric equation.
Separate two equations with a comma. Try "0.1805,0.0805"
This also supports equations. Try "0.1805 / exp(-theta), 0.0805 / exp(-theta)"
Cache
-> Use true to calculate the values once and store them. 99% of the time, you want this to be true.
Defines how to choose particles from the following list.
Loop through the particle list 1 time. Once we reach the end of the list, repeat the last particle for the rest of the trail.
This example spawns 3 smoke particles with some variation every 1 block. This effectively makes small smoke clouds every block.
Only use this if your function "loops back" in a period of
Only use this if your function "loops back" in a period of
This list of particles will be spawned to visualize the trail. Check out the mechanic to learn how to create particles.