XML/Splash particle

Splash particle systems are most commonly used to create special effects from a unit being attacked.   &lt;!-- An optional texture used for each particle (what does luminance do exactly?) --&gt;  &lt;!-- An optional model can be used. --&gt;    &lt; This shows the shape of the particle. Line is like a line, quad is like a circle. --&gt; &lt;!-- This can offset the entire splash from directly in front of the end of the projection where it would normally end. --&gt; &lt;!-- Colors at epicentre (specifically of a particle when it's first created) --&gt;  &lt;!-- Colors at edge (specifically, the color the particle will become when it runs                                          out of energy) --&gt;  &lt;!-- Particle start size (center) --&gt;     &lt;!-- Ending particle size --&gt; &lt;!-- The Maximum Radius of the explosion --&gt; &lt;!-- Gravity effects --&gt;     &lt;!-- How many particles are emitted --&gt;        &lt;!-- Energy --&gt;        &lt;!-- Variation --&gt;  &lt;!-- Particles last longer with a lower number / disappear quicker with a higher number --&gt;   &lt;!-- Direction splash goes after hitting --&gt;  &lt;!-- Direction splash goes after hitting --&gt; 

Clarifications: The energy value is actually the number of server frames (40 per second) the particle will be "alive." As the particle reaches it's end of life, the color will transition from the value specified by &lt;color&gt; to the value specified by &lt;color-no-energy&gt;. Similarly, the size of each particle starts out the value specified by &lt;size&gt; and gradually decreases to &lt;size-no-energy&gt; as it runs out of energy. (And please do correct any of this if you find it to be inaccurate.)

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