1. If you want your new particles to be available for ALL mods, make a directory c:/quake/id1/my_particles. If you want your particles to be only available for YOUR mod/s, make a directory c:/quake/yourmodname/my_particles.
2. In it, make a text file called new_explosions.cfg
3. Write your particle (lets call it ‘super_explode’) like this:
r_part super_explode
{
//This is where you put your particle code
}
4. save it.
5. QC: The setup:
#define SUPER_EXPLODE “my_particles/new_explosions.super_explode”
// you dont HAVE to do this w fte client, but ezquake likes /needs it.
particleeffectnum(SUPER_EXPLODE); // precache in worldspawn
5. QC: The execution:
pointparticles(particleeffectnum(SUPER_EXPLODE), self.origin + ‘0 0 0’, ‘0 0 0’, 1);
NEWBIE SPECULATION BIT
There’s ‘trail’ particles, and there’s ‘point’ particles. In the particle code,
step n // n = QU distance between particles (when using trailparticles )
count n // num of particles for ‘point’ effects
references: