☄️
WeaponMechanicsCosmetics
Other WikisDownloadDonate
  • Home
  • Cosmetics
  • Hand
  • Trails
  • Show Time
  • Other
Powered by GitBook
On this page
  • Distance_Between_Particles
  • Hide_Trail_For
  • Shape
  • Shape_Data
  • Particle_Chooser
  • Particles
  • Example

Trails

Spawn particles behind projectiles

PreviousHandNextShow Time

Last updated 1 year ago

  Trail:
    Distance_Between_Particles: <distance>
    Hide_Trail_For: <distance>
    Shape: <LINE/SPIRAL/POLAR/PARAMETRIC>
    Shape_Data:
      Radius: <distance>
      Points: <amount>
      Loops: <amount>
      Function: <String>
      Cache: <true/false>
    Particle_Chooser: <STOP/RANDOM/LOOP>
    Particles:
      - <Particle1>
      - <Particle2>
      - <etc...>

Distance_Between_Particles

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.

Hide_Trail_For

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.

Shape

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.

A circle of particles traveling around the path of the projectile. Arguments:

  • Radius -> Defines how far away from the projectile should the edge of the spiral be.

  • Points -> Number of points in 1 before repeating the spiral.

  • Loops -> How many spirals to show at once.

Using Polar functions requires basic knowledge of Calculus.

Similar to the SPIRAL option, but lets you use a function for the radius instead of a constant number. Arguments:

  • Function -> The function, using theta as an argument.

    • For example, Function: "cos(2 * theta)"

  • Points -> Number of points in 1 before repeating the spiral.

  • Loops -> How many spirals to show at once.

  • Cache -> Use true to run all the calculations once per reload

    • Only use this if your function "loops back" in a period of 2π2\pi2π

Lets you define a horizontal and vertical offset.

  • Function -> The function, using theta as an argument.

    • For example, Function: "0.1805 / exp(-theta), 0.0805 / exp(-theta)"

  • Points -> Number of points in 1 before repeating the spiral.

  • Loops -> How many spirals to show at once.

  • Cache -> Use true to run all the calculations once per reload

    • Only use this if your function "loops back" in a period of 2π2\pi2π

Shape_Data

  • 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)".

    • 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.

Particle_Chooser

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.

Always chose a random particle from the list.

After we reach the last particle in the list, restart from the beginning.

Particles

Example

This example spawns 3 smoke particles with some variation every 1 block. This effectively makes small smoke clouds every block.

  Trail:
    Distance_Between_Particles: 1.0
    Particle_Chooser: LOOP
    Particles:
      - "Particle{particle=SMOKE_NORMAL, count=3, noise=0.01 0.01 0.01}"

If you use PARAMETRIC, use a .

This list of particles will be spawned to visualize the trail. Check out the mechanic to learn how to create particles.

parametric equation
Particle
Trails tutorial