wait, what?! viso, can you post a gif?
datablock ParticleEmitterData(ThunderBEmitter){ ejectionPeriodMS = 5000; periodVarianceMS = 3000; ejectionVelocity = 0.1; velocityVariance = 0.0; ejectionOffset = 8.0; thetaMin = 0; thetaMax = 2; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; orientParticles = true; particles = "Thunder3Particle Thunder4Particle Thunder5Particle Thunder6Particle"; useEmitterColors = True; uiName = "W Lightning";};
it looks real bad, but im pretty sure its the only addon in blockland with one so, its the best animated particles in blockland
datablock ParticleData(shockHammerExplosionBlastWaveParticle){ dragCoefficient = 8; gravityCoefficient = 0.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; spinSpeed = 80; spinRandomMin = -80; spinRandomMax = 80; lifetimeMS = 800; lifetimeVarianceMS = 300; //Relevant stuff: textureName = "./grey.png"; //This automatically gets replaced with animTexName[0] animTexName[0] = "./Spark1.png"; animTexName[1] = "./Spark2.png"; animTexName[2] = "./Spark3.png"; animTexName[3] = "./Spark4.png"; animateTexture = true; framesPerSec = 30; //numFrames = 4; //This variable does not seem to function. It is documented in the Torque guide, but number of frames seems to be detected automatically. useInvAlpha = false; colors[0] = "0.1 0.4 0.8 0.9"; colors[1] = "0.3 0.5 1.0 0.4"; sizes[0] = 1.0; sizes[1] = 2.5; times[0] = 0.6; times[1] = 1.0;};//The other animTexName fields don't automatically download as far as I'm aware, so these dummy datablocks are created to force them to.datablock ParticleData(Spark2TextureDownloader : shockHammerExplosionBlastWaveParticle){ textureName = "./Spark2.png";};datablock ParticleData(Spark3TextureDownloader : shockHammerExplosionBlastWaveParticle){ textureName = "./Spark3.png";};datablock ParticleData(Spark4TextureDownloader : shockHammerExplosionBlastWaveParticle){ textureName = "./Spark4.png";};