Zenix3D Effects
You can add effects from the control panel (Tools...Effect...).
You can edit existing effects by right clicking selecting Edit
Enemy Type.

Only one effect at a time may be selected and
edited.
Add: Add a pre-defined particle, or
duplicate the current particle. Adding all the pre-defined
particles will give you a standard explosion.
Delete: Delete the currently selected
particle from the particle list.
Repeat: Repeat this effect over and over
along the entire path. The repeat rate is in seconds in the
box to the right.
Up/Down: Move a particle up or down in the
particle list.
Particle list: This is a list of all
particles in the effect. The currently selected particle is
highlighted in blue.
Particle texture combo box: The particle texture. The
name is displayed in the particle list box. The "..."
button to the right allows you to load new textures, and rename or
delete them. It also allows you to replace all textures in the
game with a different texture.
Count: The number of times this particle
is to be generated each time the effect is triggered.
Displayed as the second parameter in the particle list box (for
instance, in the above effect, the spark is generated 25 times).
On top: When unchecked, the particle is
generated under all other objects. When checked, the particle
is generated above all other objects.
Color: The effect starts at the color in
the box to the left, and then fades to the color in the box to the
right.
Time: The time the effect lasts for.
The three boxes represent 1) fade in time, 2) stay time, and 3) fade
out time. The particle will last for the sum of all three
boxes. When RND is checked, the particle time is
randomized. This makes for more realistic explosions because
the particle velocities will be random.
Size: The size of the particle. The
two boxes represent 1) size at the start, and 2) size at the end.
When RND is checked, the size is randomized (from zero to the
size in the box).
Radius: The radius (random angle) from the
location of the effect. The two boxes represent 1) radius at
the start, and 2) radius at the end. When RND is
checked, the location within the radius is randomized (and the
particles are scattered). When RND is unchecked, the
location is not randomized, and the particles will form a circle.
Spin: The speed of particle spin.
When RND is checked, the speed of particle spin is
randomized.
Bright: The opaqueness of the particle.
100% = opaque. 0% = transparent.
Path color B/E: When checked, the particle
color (see color above) will be ignored, and the color from the path
will be used instead. The first check box overrides the
particle color start, and the second check box overrides the
particle color end. This can be used to make repeated effects
change color as they move along the path.
Offset (X,Y): The offset of the particle
from the location of the effect. This can be used to make the
particles appear away from the center of the effect.
Velocity (X, Y): The velocity of the
particle. This can be used to make the particles float in any
direction. When combined with the radius above, the
particles can be made to float and spread out.
Midi: When checked, this particle will
only be triggered when a midi event occurs. Extra information
is added to the particle:

Note length: When checked, the the total
not time is adjusted to match the note length. Only the stay
time (middle time box) is adjusted.
View: When clicked, the view button
displays the currently playing midi file.
Notes: The note channel and note range
that this particle is triggered on. In the above picture, this
particle is triggered when any note is played on channel 1.
Entering "3:2C# 4:2E" would trigger the particle on notes in the
range of 2C# to 2E on channel 3. Entering "5:3D" would trigger
the particle for only one note (octave 3, D, channel 5).
XY: An offset to be applied to each note
based on its note and octave.
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