Tiperus -------------------------------------------------------------------------------- Weapon Particle Effects -------------------------------------------- Every particle you create must be attached to an emitter for the particle to play. The emitter is what plays the particle. And the projectile is what plays the emitter. For example... --------------------------------------------- //PARTICLE DATA: datablock ParticleData(GrenadeSmokeParticle) // particle datablock { dragCoeffiecient = 0.0; // no idea wats going on here gravityCoefficient = 0.2; // put a number here if you want the particle to 'sink' in the air. put a negative number if u want it to rise instead inheritedVelFactor = 0.00; // put a number here to for the particle to start out in front of the projectile lifetimeMS = 700; // how long the particle will last before it dissapears or starts to dissapear lifetimeVarianceMS = 150; // a lifetime difference in your lifetimeMS value textureName = "particleTest"; // wat texture your particle uses, put particleTest if u dont want any texture. particleTest will play a smoke type of texture. useInvAlpha = true; spinRandomMin = -30.0; spinRandomMax = 30.0; colors[0] = "0.9 0.9 0.9 1.0"; // particle colors colors[1] = "0.6 0.6 0.6 1.0"; colors[2] = "0.4 0.4 0.4 0.0"; sizes[0] = 0.25; // particle sizes sizes[1] = 1.0; sizes[2] = 3.0; times[0] = 0.0; times[1] = 0.2; times[2] = 1.0; }; //EMITTER DATA: datablock ParticleEmitterData(GrenadeSmokeEmitter) { ejectionPeriodMS = 15; periodVarianceMS = 5; ejectionVelocity = 1.25; // how fast the emitter spits out the particle velocityVariance = 0.50; // difference in ejectionVelocity thetaMin = 0.0; thetaMax = 90.0; particles = "GrenadeSmokeParticle"; // what particle the emitter will play }; //PROJECTILE DATA datablock GrenadeProjectileData(BasicGrenade) { projectileShapeName = "grenade_projectile.dts"; emitterDelay = -1; directDamage = 0.0; hasDamageRadius = true; indirectDamage = 0.40; damageRadius = 15.0; radiusDamageType = $DamageType::Grenade; kickBackStrength = 1500; bubbleEmitTime = 1.0; sound = GrenadeProjectileSound; explosion = "GrenadeExplosion"; underwaterExplosion = "UnderwaterGrenadeExplosion"; velInheritFactor = 0.5; splash = GrenadeSplash; baseEmitter = GrenadeSmokeEmitter; bubbleEmitter = GrenadeBubbleEmitter; grenadeElasticity = 0.35; grenadeFriction = 0.2; armingDelayMS = 1000; muzzleVelocity = 47.00; drag = 0.1; }; ------------------------------------------ If you look closely in the projectile data, you will see different emitter lines such as: baseEmitter = GrenadeSmokeEmitter; and: bubbleEmitter = GrenadeBubbleEmitter; -------------------------------------------- I'm pretty sure that baseEmitter is your 'trail' on your projectile. -------------------------------------------- This is just a basic tut on how that works. I'll maybe write a bigger one on particles and emitters sometime... Hope it helped. _________________ i R n0T SMarT eNUfF FOr tHis dAmN GaME!!