Parts of the particle with less opacity than this threshold will be invisible. The range is 0-255.
Values above this threshold will be stretched to fill the alpha range, so values near the threshold will be less visible, creating a smooth transition between the parts that have been hidden by the threshold and the ones that are still visible.
Default: 0
Argument: Particle age
Parts of the particle with less opacity than this threshold will be invisible. The range is 0-255.
This threshold creates a hard cut-off between visible and not visible, which is unlike the alphaFadeThreshold.
Default: 0
Argument: Active time
Controls whether or not the UV of the trail should be attached to the node or not. If it is attached, the texture will slide along the segments to follow the source wherever it moves, as if it was a flag attached to a pole. If it is not attached, the texture will stay where it was when the segment was created, like a skid mark on a road where the road is the segments and the mark is the texture, it wouldn't follow the car/node that made it.
Default: true
Controls whether or not the particles have an additional bloom effect controlled by bloomColor.
Note:
Default: true
See also:
Controls the color of the additional bloom effect. The colors of the particle will be multiplied with this color to get the final color of the bloom effect.
Note:
Default: [1, 1, 1, 0]
See also:
Color multiplier.
Values in this will be clamped to the 0-1 range. To use values outside of this range, see color3.
Default: [1, 1, 1, 1]
Argument: Particle age
See also:
Color multiplier.
Values in this will be clamped to the 0-1 range. There is no equivalent property with unrestricted values based on the emission time of the particle, but color3 is still multiplicative with this and can be used to scale the values indirectly.
Default: [1, 1, 1, 1]
Argument: Emission time
See also:
Color multiplier.
Values in this are unrestricted and can go above 1. If you want values to be clamped to the 0-1 range, see color1.
Default: [1, 1, 1, 1]
Argument: Particle age
See also:
To split the texture into multiple animation frames, this value must be set to the number of columns in the texture. It should equal textureWidth / frameWidth
.
Default: 1
See also:
The trail is made up of multiple quads, or segments. This controls how many segments may exist at the same time.
Default: 100
Controls the intensity of the distortion effect. At 0, there is no distortion at all.
Default: 0
Argument: Active time
See also:
When true
, this will cause the trail's opacity to be based on the speed it's moving at. This dynamic opacity is per-segment, so each segment will remember what speed the tracer source had when the segment was created.
Default: false
Percentage along the trail from the end of the trail where the trail's opacity will start fading out towards the end. The trail will have full opacity at the point represented by this percentage, and it will linearly decrease towards 0 opacity at the end.
The percentage is of the way from the end of the trail to the start of it, so if the trail gets longer or shorter, this point will move with it.
Values greater than 100 will make the trail never reach full opacity. For example, a value of 200 will make the trail fade from 0 opacity at the end to 50% (100% / 200%) at the start of the trail.
If this value and startFadeEndpoint sum to a value greater than 100, the trail will be "split" at the point controlled by startFadeEndpoint and each part will fade separately based on the repsective value. For example, if startFadeEndpoint is set to 50 and this is 1000, the first half of the trail will fade normally from 0 opacity at the start to full opacity at the mid point, but the other half will fade from 5% opacity ((100% - 50%) / 1000%) at the mid point to 0 at the end. Where the two parts meet, the opacity will fade from one to the other across a single segment of the trail.
Default: 0
Argument: Particle age
When the particle is meant to terminate, the trail will linger for this many seconds and its opacity will fade to 0 in that time.
Default: 0
The index of the frame to show from the texture atlas. Can be animated using a linear property or similar.
Seemingly identical to frameIndexOffset? The sum of these two properties is the actual frame index that gets used.
Default: 0
Argument: Particle age
Seemingly identical to frameIndex? The sum of these two properties is the actual frame index that gets used.
Default: 0
Argument: Particle age
Controls how sharp the specular highlights are.
Default: 0.25
See also:
Controls how the trail is lit. See LightingMode for more information.
Default: -1
Minimum view distance. If a particle is farther away than this distance from the camera, it will be hidden. Can be set to -1 to disable the limit.
This requires maxFadeDistance to be set to a positive value or 0.
This is different from maxDistanceThreshold, as this controls the start of a distance range that has smooth transitions at each end, while the threshold value is a hard cut-off.
Default: -1
See also:
A hard cut-off point for the distance between the camera and the particle. If a particle is farther away than this distance from the camera, it will be hidden. Can be set to -1 to disable the limit.
Default: -1
See also:
This controls a point where the opacity of a particle will start to fade to 0 near the maximum view distance. At maxDistance, the opacity will be 0, and it will linearly approach 1 as the distance between the camera and the particle approaches this distance.
This requires maxDistance to be set to a positive value or 0. This distance limit can be disabled by setting this and minDistance to -1.
Default: -1
See also:
Minimum view distance. If a particle is closer than this distance from the camera, it will be hidden. Can be set to -1 to disable the limit.
This requires minFadeDistance to be set to a positive value or 0.
This is different from minDistanceThreshold, as this controls the start of a distance range that has smooth transitions at each end, while the threshold value is a hard cut-off.
Default: -1
See also:
A hard cut-off point for the distance between the camera and the particle. If a particle is closer than this distance from the camera, it will be hidden. Can be set to -1 to disable the limit.
Default: -1
See also:
This controls a point where the opacity of a particle will start to fade to 0 near the minimum view distance. At minDistance, the opacity will be 0, and it will linearly approach 1 as the distance between the camera and the particle approaches this distance.
This requires minDistance to be set to a positive value or 0. This distance limit can be disabled by setting this and minDistance to -1.
Default: -1
See also:
Normal map texture ID.
This is used to control the distortion effect of the trail.
Default: 0
See also:
Tracer orientation mode. See TracerOrientationMode for more information.
Default: TracerOrientationMode.LocalZ
Scalar multiplier for the color that does not affect the alpha. Effectively a brightness multiplier.
Default: 1
Argument: Active time
The trail is made up of multiple quads, or segments. This controls how long each segment should last in seconds.
Default: 1
The trail is made up of multiple quads, or segments. This controls how many seconds to wait between new segments being created. Lower values produce a smoother trail.
Default: 0
The trail is made up of multiple quads, or segments. This controls how many times each completed segment should be subdivided. Higher values makes the trail look smoother.
A "completed" segment is any segment that is not the leading one. The leading segment has one side attached to the end of the previous segment and the other attached to the tracer source, and is always a simple quad.
Default: 0
Controls how dark shaded parts of the trail are.
Default: 0
Controls how bright the specular highlights are.
Default: 0.5
See also:
Percentage along the trail from the start of the trail where the trail's opacity will start fading out towards the start. The trail will have 0 opacity at the start, and it will linearly increase towards full opacity at the point represented by this percentage.
The percentage is of the way from the start of the trail to the end of it, so if the trail gets longer or shorter, this point will move with it.
Values greater than 100 will make the trail never reach full opacity. For example, a value of 200 will make the trail fade from 0 opacity at the start to 50% (100% / 200%) at the end of the trail.
If this value and endFadeEndpoint sum to a value greater than 100, the trail will be "split" at the point controlled by this value and each part will fade separately based on the repsective value. For example, if this is set to 50 and endFadeEndpoint is 1000, the first half of the trail will fade normally from 0 opacity at the start to full opacity at the mid point, but the other half will fade from 5% opacity ((100% - 50%) / 1000%) at the mid point to 0 at the end. Where the two parts meet, the opacity will fade from one to the other across a single segment of the trail.
Default: 0
Argument: Particle age
Controls how much of the texture's width is used per segment. If attachedUV is enabled, this instead controls how much of the texture's width to use for the entire trail.
Default: 0.1
Argument: Particle age
To split the texture into multiple animation frames, this value must be set to the total number of frames in the texture.
Default: 1
See also:
Readonly
typeThe numeric ID for the type of action this represents.
Unknown float.
Default: 0
Unknown integer.
Default: -1
Unknown integer.
Default: -1
Unknown integer.
Default: 0
Unknown float.
Default: 0
Unknown integer.
Default: 0
Unknown integer. Possibly boolean?
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 8
Unknown float.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 1
Unknown integer.
Default: 0
Unknown float.
This seems to be some sort of distance threshold. When the camera is within this distance, some things will look different in some ways. For example, when within the distance and the blend mode is set to BlendMode.Subtract, the opacity doesn't work the way it normally does. Other effects have been found as well, but what exactly this threshold is for is unknown.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown scalar.
Default: -1
Unknown vector4.
Default: [1, 1, 1, 1]
Unknown vector4.
Default: [1, 1, 1, 1]
Unknown vector4.
Default: [1, 1, 1, 1]
Unknown integer.
Default: 1
Unknown integer.
Default: 1
Unknown integer.
Default: 0
Unknown float.
Default: 0
Unknown integer.
Default: 0
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown integer.
Default: 0
Unknown integer.
When set to 1, it seems to stop unk_ds3_f2_29 from doing whatever it is doing, and it can also cause some ugly "outline" effects on things seen through particles.
Default: 0
Unknown integer.
Default: -2
Unknown integer.
Default: 0
Unknown float.
Default: 1
Unknown float.
Default: 0
Controls how much the UV coordinates should be randomly offset by per segment.
Default: 0
Argument: Particle age
An object containing various functions related to conversion between games and different formats, or undefined if the action does not have any of these functions.
An object containing most of the information that is stored in the library about the action type.
Yields all unique color values in the action.
Creates a minified version of this action.
Some actions can be minified to make the output smaller. This is done by creating a simpler action that is functionally equivalent to this action.
Actions that can not be minified will not be changed.
Modifies all color properties using a recolor function. For some easy pre-made recolor functions, see the Recolor namespace.
A function used to remap color values.
Optional
context: BasicConfigModifies a single color property of the action using a recolor function. For some easy pre-made recolor functions, see the Recolor namespace.
The name of the property.
The function used to recolor the property.
Optional
context: BasicConfigScale the size of the action by a factor. This only does something when used with actions that have scaling properties.
The factor to scale by.
Scale the rate of time for the action.
This method's main purpose is to serve as a fallback for changing the rate of time for Dark Souls 3 effects, which doesn't support the rateOfTime property. The rate of time is automatically scaled when writing effects for DS3, you do not need to do this yourself. As such, this method is only useful if you want to scale the rate of time for individual parts of an effect, or if you need the extra options available for this method.
The factor to scale the rate of time by. Setting this to 2 will make the action play twice as fast. Setting it to 0.5 will make it play half as fast.
Optional
options: { scaleTracerDuration?: boolean } = {}Extra options for changing how the scaling is applied to different properties.
Optional
options: FXRSerializeOptions
Action 10012 - Tracer
Slot: Appearance
Creates a trail behind moving effects.
This is a newer version of LegacyTracer with more features, like being able to make the opacity of the trail be based on the movement speed of the particle.