A_SpawParticles (X,Y,Z,XYZSpeeds,Color)
Moderator: GZDoom Developers
- Major Cooke
- Posts: 8209
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: GZBoomer Town
- Contact:
Re: A_SpawParticles (X,Y,Z,XYZSpeeds,Color)
edward850: if you can tell me what to change, I'll throw it in here.
Re: A_SpawParticles (X,Y,Z,XYZSpeeds,Color)
Controls the fade out of each tic, basically. Internally it's usually set to 255/lifetime. Also I noticed you changed startalpha to fixed, but never changed what that means to P_SpawnParticle, which still takes a byte (because the particle internally takes a byte).Graf Zahl wrote:Does it? Can you explain what this parameter is there for?
You completely forgot the ACS function.Major Cooke wrote:edward850: if you can tell me what to change, I'll throw it in here.

As for fadestep, change ACTION_PARAM_INT(fadestep, 11) to a fixed and scale it just like startalpha. Perhaps the same should be done for the ACS function for consistency.
Last edited by edward850 on Thu Jan 21, 2016 5:11 pm, edited 2 times in total.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: A_SpawParticles (X,Y,Z,XYZSpeeds,Color)
Uh, what?edward850 wrote: Also I noticed you changed startalpha to fixed, but never changed what that means to P_SpawnParticle, which still takes a byte (because the particle internally takes a byte).
Code: Select all
BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
Re: A_SpawParticles (X,Y,Z,XYZSpeeds,Color)
Somehow I completely missed that despite looking right at it. Silly me. 

- Major Cooke
- Posts: 8209
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: GZBoomer Town
- Contact:
Re: A_SpawParticles (X,Y,Z,XYZSpeeds,Color)
Actually I specified it's for DECORATE only. The relativity is only for actors, and the ACS version has none to deal with. Just a set of coordinates.edward850 wrote:You completely forgot the ACS function.
As for fadestep, change ACTION_PARAM_INT(fadestep, 11) to a fixed and scale it just like startalpha. Perhaps the same should be done for the ACS function for consistency.
Okay, doing that now. Not sure what to do for the ACS version though, for changing that.
Last edited by Major Cooke on Thu Jan 21, 2016 5:21 pm, edited 1 time in total.
Re: A_SpawParticles (X,Y,Z,XYZSpeeds,Color)
I am completely off the ball this morning or something. Perhaps I shouldn't have changed my coffee...Major Cooke wrote:Actually I specified it's for DECORATE only. The relativity is only for actors, and the ACS version has none to deal with. Just a set of coordinates.
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: A_SpawParticles (X,Y,Z,XYZSpeeds,Color)
edward850 should have wrote:I picked a bad day to change my coffee.

- Major Cooke
- Posts: 8209
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: GZBoomer Town
- Contact:
Re: A_SpawParticles (X,Y,Z,XYZSpeeds,Color)
I took a gander at the ACS version for changing the alpha and fadestep... No idea on how to handle those.
- Major Cooke
- Posts: 8209
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: GZBoomer Town
- Contact: