Difference between revisions of "Particle effects"

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'''{{Patch name|10|26|2012}}''' ([[Spectral Halloween Special]])  
 
'''{{Patch name|10|26|2012}}''' ([[Spectral Halloween Special]])  
* {{Undocumented}} Added [[Knifestorm]], [[Misty Skull]], [[Harvest Moon]], [[It's A Secret To Everybody]], [[Stormy 13th Hour]] unusual effects
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* {{Undocumented}} Added Knifestorm, Misty Skull, Harvest Moon, It's A Secret To Everybody, Stormy 13th Hour unusual effects
 
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Revision as of 02:20, 27 October 2012

Particle effects are used frequently in Team Fortress 2 to serve as decorations or visual cues for both various in-game events and cosmetic purposes. Any particle effect can be attached to any item or model theoretically, however, some effects appear exclusively on items of a particular quality; for example, the Unusual effect only appear on items with the Unusual quality.

Status effects

Status effects are used to indicate a change in player state to other players. A common example would be the overheal particles emitted from an overhealed player or one that recently picked up a health kit.

Overheal effect

Main article: Overheal

When a player is overhealed by the Medic, the player will emit medical crosses. The Overheal effect is also emitted when injured players pick up Health kits. It is also used on the Medi Gun beam itself.

Critical spark effect

Main articles: Critical hits, ÜberCharge

The Critical spark effect is used to indicate that a player's weapon will deal critical damage. This is usually accompanied by a team-colored overlay on the weapon itself. It is also used on the Medi Gun, Kritzkrieg and Quick-Fix to indicate that a charge is ready to be deployed.

Burning Player effects

The Burning Player effects is used during the burning of players.

Marked For Death effects

The Marked For Death effects is used to indicate that player is marking for death. A player that was marking for death received Mini-Crit from all oncoming damage.

Weapon effects

Most non-hitscan weapons have particle effects. These include the Rocket Launcher and Flamethrower.

Gameplay effects

Particles are used to indicate gameplay events.

Intelligence paper trail effect

While the Intelligence is being carried, it emits a stream of papers.

Australium laundry trail effect

While the Australium is being carried, it emits a stream of boxer shorts and socks.

Balloon effect

While birthday mode is activated, players will spurt balloons instead of blood.

Decorative effects

Decorative effects are not used to indicate any gameplay changes and are used purely for aesthetics.

Holy glow effect

The holy glow effect is attached to the Cheater's Lament.

Community sparkle effect

The Community sparkle effect is attached to Community or Self-Made items.

Treasure Hat effect

Main article: Treasure Hat

There is no known localized name for the Treasure Hat effect, but it is attached as a new particle system defined as "coin_spin". The particles from this effect are influenced by the movement of the wearer and will only be emitted when the player is in motion.

Genteel Smoke effect

The Genteel Smoke effect is attached to the Lord Cockswain's Novelty Mutton Chops and Pipe, Outback Intellectual, Bubble Pipe, Aladdin's Private Reserve, Nine-Pipe Problem, Waxy Wayfinder, Gentle Munitionne of Leisure and Bearded Bombardier.

Map Stamps effect

Main article: Map Stamps

The map stamps effect is attached to the World Traveler's Hat. These render similarly to the purple and green Unusual confetti effects, but use stamp sprites instead. Like the Treasure Hat, the effect is influenced by the movement of the wearer and will only be emitted when the player is in motion.

Musical notes effect

The musical notes effect is attached to the Earbuds and Noise Maker (see below section).

Noise Maker effect

Main article: Noise Maker

The Noise Maker effect emits musical notes or ghost particles when used. Noise maker particles are colored to distinguish them from Earbuds.

Flying bits effect

Intended to be used for rendering flames on gibs, the flying bits effect is also attached to certain Valve weapons.

Nemesis burst effect

Unusual effect

See also: Unusual

The Unusual effect is attached to Unusual quality items. The first 14 effects were added to the game with the Mann-Conomy Update, 8 more unusual effects were added with the August 18, 2011 Patch. 4 more Halloween only effects were added with the Very Scary Halloween Special. These can only be obtained during Halloween events.

The different particle effects are viewable in this animation, as well as in this video.

Unused effects

Unused Unusual effects

In addition to the unusual effects introduced in the Mann-Conomy update, the following effects were added at the same time, and have remained unused.

The following unused unusual effects were introduced with the Very Scary Halloween Special, and are currently unused.

G.R.U. skull effect

The G.R.U. skull effect was emitted when the Gloves of Running Urgently were wielded by the player.

Demonstration

Update history

September 30, 2010 Patch (Mann-Conomy Update)

December 7, 2010 Patch

December 17, 2010 Patch (Australian Christmas)

August 18, 2011 Patch (Manno-Technology Bundle)

August 23, 2011 Patch

  • Fixed Sunbeams effect

October 27, 2011 Patch (Very Scary Halloween Special)

February 2, 2012 Patch

  • Fixed the Head Warmer not displaying particle effects correctly

June 11, 2012 Patch

  • Fixed a rare case where the offensive/defensive buff particle effects could get stuck on players

June 27, 2012 Patch

  • Fixed cases where some clients didn't receive broadcasts about long continuous particle effects being started or stopped

June 28, 2012 Patch

  • Fixed missing DX8 particle effects

October 26, 2012 Patch (Spectral Halloween Special)

  • [Undocumented] Added Knifestorm, Misty Skull, Harvest Moon, It's A Secret To Everybody, Stormy 13th Hour unusual effects

Bugs

  • The Nuts & Bolts particle effect has a visual problem. When circle strafing around a player, the Nuts & Bolts appear to slow right down or even stop moving. This is much easier to detect if crouched.
  • On certain graphics drivers, particles no longer appear to have a distinct bright glow. This applies on the medibeam, unusual effects and energy based weapons. It has also has been reported by DirectX 11 users.
  • Upon death or disconnect, particle effects often stay in the spot the player was, fully animated.

Notes

  • Particle effects that are attached to an item will not be visible to the player wielding it in first-person view.
  • Miscellaneous items with particle effects can create multiple effect combinations

External links