- nickname = STRING
- priority = FLOAT
- generic_priority = FLOAT
- lod_type = STRING
- radius = FLOAT
- visibility = STRING
- update = STRING
- run_time = FLOAT
- pbubble = FLOAT, FLOAT
|nickname||See nickname for more information.|
|priority||Range: 0 to 1. Sets the effect's priority in the game engine's calculations. It is believed that this can affect which effects are displayed when the particle cap is reached (IE higher priority effects will be shown while lower priority ones will disappear).|
|generic_priority||Range: 0 to 1. Same as priority, but for the effect referenced by vis_generic in the Effect section.|
|lod_type||Refers to the LOD type. One of: EFT_LOD_NONE, EFT_LOD_TRAIL, EFT_LOD_WEAPON, EFT_LOD_SMALL, EFT_LOD_MEDIUM, EFT_LOD_LARGE, EFT_LOD_SMALL_DISTANT.|
|radius||Range: 0 to infty.
Approximates the size of the object; may be used in the calculations for visibility and update. Exact purpose unclear.
|visibility||Determines the visibility of the effect. Can either be EXIST_OFFSCREEN or CULL_OFFSCREEN. If culled, it is possible that the effect will disappear when on the edges of the screen. It may also be reset when going off from view.|
|update||Determines whether the effect is updated when offscreen. Can either be UPDATE_OFFSCREEN or CULL_UPDATE. If culled, it is possible that the effect will disappear when on the edges of the screen. It may also be reset when going off from view.|
|run_time||Range: -infty to infty. Determines the maximum lifetime of any effect with that type. An effect can last shorter than this, but anything longer will automatically disappear. A negative value means the effect runs forever.|
|pbubble||Subvalues: MIN, MAX.
Range: 0 to infty.Determines the maximum and minimum view distance of the effect. Note that any radius higher than the hardcoded maximum draw range or the maximum effect view distance will not be used, defaulting to the hardcoded maximum instead.