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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

  • mode accepts only 1 and 2.
  • Deactivation stops all playing particle objects.
  • Updates are throttled by the particle scheme update period.