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Changelogs
Version 1.0.1
Fixed existing particle warnings
Version 1.0
Initial release.
What would you reply if I ask "how do you add custom muzzle flash to your guns"? Well, I've got the "AddPart on primary action start and RemovePart on primary action stop" answer from modders, which requires additional condition check to assure that flash flashes and disappears at right time. But that's not fair: I mean, blocks have a ParticleName property and putting a path to your particle works, why must we complicate a simple muzzle flash?
This mod register the resource path you put in muzzle particle properties for you, so that you can make your flash shine by setting those properties. Those properties are as follows:
Particles_muzzle_fire
Particles_muzzle_fire_fpv
Particles_muzzle_smoke
Particles_muzzle_smoke_fpv
Note how vanilla muzzle flash works: Game spawns your particle, attach it to muzzle, then force emitting 10 particles immediately. The particle manager of the action checks all active particle objects on update, and destroys those without a particle component. This means your particle system component needs to be acyclic, short lived, and self destructive (or make sure it does not emit particles itself by disable emission module).