Used for example for the handheld flamethrower.
EntityPrototypeuint16falsefalseThe stream will spawn one particle every particle_spawn_interval ticks until the particle_spawn_timeout is reached. The first particle will trigger an initial_action upon landing. Each particle triggers an action upon landing. Particles spawned within a single particle_spawn_timeout interval will be connected by a stretched spine_animation.
floatfalsefalseMust be larger than 0. particle_horizontal_speed has to be greater than particle_horizontal_speed_deviation.
floatfalsefalsefloatfalsefalseTriggertruefalseAction that is triggered when the first particle lands.
TriggertruefalseAction that is triggered every time a particle lands. Not triggered for the first particle if initial_action is non-empty.
DamageParameterstruefalsefloattruefalseuint32truefalseNumber of spawned child particles of the stream. Must be greater than 0 and less than 256.
uint16truefalsefloattruefalsefloattruefalsefloattruefalsefloattruefalsefloattruefalsefloattruefalseValue between 0 and 1.
floattruefalseValue between 0 and 1.
uint16truefalseWill be set to 1 by the game if less than 1.
uint16truefalseWill be set to 1 by the game if less than 1.
AnimationtruefalseAnimationtruefalseAnimationtruefalseArray<SmokeSource>truefalseSmoke spawning is controlled by progress_to_create_smoke.
floattruefalseThe point in the particles projectile arc to start spawning smoke. 0.5 (the default) starts spawning smoke at the halfway point between the source and target.
LightDefinitiontruefalseLightDefinitiontruefalsedoubletruefalsebooleantruefalsebooleantruefalsebooleantruefalse