Particles are special entities used by other entities to create visual effects such as lightning, snow, etc.
Particles are defined in .asset files which are found in /Hearts of Iron IV/gfx/particles/.
Adding a Particle
Adding a Light
Lights are special types of particles that are referred to in entities, for example the muzzle flash of the gun during the combat animation.
Here is a generic example:
light = {
name = "name_of_light"
color = {
r = { <float> }
g = { <float> }
b = { <float> }
}
intensity = <float>, fade
radius = <float>
falloff = <float>
position = {
x = <float>
y = <float>
z = <float>
}
animation = {
name = "name_of_animation"
start = <float>
duration = <float>
repeat = yes
op = <type>
minValue = <float>
maxValue = <float>
curve = {
<?>
}
}
}
- name is the name of the light.
- color is the color of the light. The values take decimal RGB.
- intensity is the intensity of the light, and the second value is whether it fades.
- radius is the radius of the light.
- falloff is the falloff gradient of the light.
- position is the position of the light relative to the entity using it.
- animation is animation to play for the light.
Animation
- name is the name of the animation.
- start is the starting position of the curve.
- duration is the duration of the animation.
- repeat determines whether the animation is repeated.
- op determines how multiple sources mix. Can be multiply (MUL), additive (ADD) or absolute (ABS).
- minValue is the minimum value on the curve.
- maxValue is the maximum value on the curve.
- curve is the curve used for the light.