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Description
I managed to make it work by editing the FGD to include a particle system name, which made it work, the issue is, its ignored and always defaults to a rain particle system.. Its ignoring the particle name"
@solidClass base(BaseEffectBrush) = func_precipitation : "A brush entity that creates rain and snow inside its volume."
[
renderamt(integer) : "Density (0-100%)" : 100 : "The amount of particles that fall. Set to 100 for full density."
rendercolor(color255) : "Color (R G B)" : "255 255 255"
preciptype(choices) : "Precipitation Type" : 4 =
[
0 : "Rain (Legacy)"
1 : "Snow (Legacy)"
2 : "Ash (Legacy)"
3 : "Snowfall (Legacy)"
4 : "Particle Rain"
5 : "Particle Ash"
6 : "Particle Rainstorm"
7 : "Particle Snow"
]
// Add this line to your FGD to see the field in Hammer
particlesystemname(string) : "Particle System Name"
innerdistance(float) : "Inner particle distance" : "-1.0"
innernearparticle(particlesystem) : "Inner near system" : ""
innerfarparticle(particlesystem) : "Inner far system" : ""
outerparticle(particlesystem) : "Outer system" : ""
]