#Are EP2 particles compatible with GMod?
1 messages · Page 1 of 1 (latest)
the particle files have to be put into gmod folders and the particle manifest file
That'll pack fine though, right?
with gmod its better to make an addon instead of packing the bsp https://wiki.facepunch.com/gmod/Workshop_Addon_Creation
but that modifies all maps, with possible mod conflicts, doesn't it?
no because the particles and particle manifest will only be used when your addon is played
particle files have to be mounted using game.AddParticles("particles/your_particle_file.pcf")
you can put just this in a lua file in lua/autorun/client and lua/autorun/server
this exists specifically so you don't have to worry about the manifest files or causing conflicts
so you want the player to manually enable the addon wbefore playing the map and then disable it again after or how do i have to understand that?
@hallow kayak
I figured the overwrite would be fine but I should do that
To be honest I have literally no clue when it comes to lua so this is gonna take a bit of figuring out lol
put this string in a text file, change your_particle_file.pcf to whatever your particle file is named. save the file under "all types" as a .lua file. or just directly change the .txt extension to .lua. it doesn't matter. the file needs to go into your addon's lua/autorun/client and lua/autorun/server folders.
put your particle effect .pcf file into your addon's particles folder
when your addon is mounted, the game should now initialize your lua files automatically (because you put them into the autorun folders) and search all of the particles folders available to it for your particle file, then mount it
So literally just like this in a lua file?
game.AddParticles("particles/your_particle_file.pcf") game.AddParticles("particles/your_particle_file.pcf") game.AddParticles("particles/your_particle_file.pcf")
If you have three separate files
then yeah
it will parse it line by line then exit
Okay, gonna be a little bit long because I think there's like 15 I'm gonna add lol
And the particle manifest doesn't need to be included in this or anything?
Nope, the particle manifest is obsolete in gmod because of this lua mounting system
Okay, thank you 
as said above, this is so that addon particle files can be mounted without conflicts without needing to mount them in a map-specific context
Thanks, I haven't worked much with particles at all so I'm just kinda figuring it out as I go along, this was kinda the last step in all of it that I had to figure out
by default this will do late caching, so it will load everything relevant to it when called, but particle files are really light and most of the associated materials are usually very light or already cached, so it doesn't matter that much. you can precache the particle file too but I usually don't recommend this to people because gmod has a limit of 4096 cached particle systems at a time
not at all
I remember going through this in ~2012 when gmod switched over to this system and having mixed feelings about it
but ultimately I find it a lot easier
just checking to be absolutely sure, nothing else has to go into the lua file but this?
that's what all of mine look like
Okay, thank you