sr_particle
sr_particle plays particle effects from a restrictor section. It supports a simple path-following particle and a
complex mode that plays one particle instance per patrol point.
Parameters
name
Type: string. Required. Default: none.
Particle effect name passed to particles_object.
path
Type: string. Required. Default: none.
Patrol path used by the particle effect. Must not be empty.
mode
Type: 1 or 2. Required. Default: none.
Particle behavior mode. 1 is simple, 2 is complex.
looped
Type: boolean. Optional. Default: false.
Restarts playback when the particle is not playing.
The section also supports common switch fields such as on_info, on_timer, and on_signal.
Modes
1
Creates one particle object, loads path, starts path playback, and plays it.
2
Creates one particle object per patrol point and plays each particle at its point after the waypoint delay.
Complex mode reads waypoint key d as delay in milliseconds. Waypoint sound key s is currently a development trap and
aborts if present.
Signals
For non-looped particles, the manager sets particle_end after playback has started and all particle objects have
stopped.
[logic]
active = sr_particle@steam
[sr_particle@steam]
name = anomaly2\steam
path = steam_path
mode = 1
looped = false
on_signal = particle_end | sr_idle@done
Notes
modeaccepts only1and2.- Deactivation stops all playing particle objects.
- Updates are throttled by the particle scheme update period.