The Particles Manifest
Disclaimer: this is a new experiment of mine. I don’t know how it will go – please don’t immediately bash it if it doesn’t work out because of conflicts & complexity; in my view, it could solve some issues I had with earlier system.
The new proposed manifest system.
Think of it as Particle Support 2.0, but don’t worry – the OLD PARTICLES SUPPORT isn’t going anywhere, and is compatible with this one / can be used together.
The idea is to allow for more non-conflicting particles, whether it’s "original replacement" effect or custom one used by model or script. You can now download separate laser sight mods, bilebomb, defibrillator, melee guns, because it defines more custom .pcf files for difference effects ( but mods must be specifically released for this system ).
FAQ:
What mods do use it?
– "Infinite Warfare" particles support uses it, which in turn, is used by Scream’s Infinite Warfare weapon releases
– I plan to release "new" versions of some of my mods for this new system. Already available are: SkyBlue Laser Sight,
Deployable Tree, Divine Defi, Blue Tracers, etc.
– I created a collection Mods compatible with Particles_Manifest system
It conflicts with <some addon>!
I used to avoid using a manifest, but lately changed my mind, because, it’s extremely rare for other mods to use it.
Some very few campaigns might use it – but they shouldn’t anyway, as maps can use their own manifest, so if that’s the case, they’re doing it wrong.
Also, often some addon might have manifest included by misunderstanding/ignorance/error of author.
– I get a bunch of errors like "couldn’t find particles/defi.pcf" every time a map loads!
– Inevitably, this is the sole issue with this. It’s normal. BUT, if that annoys you, you can download a fix (you need to unpack it to your game) https://www.dropbox.com/sh/iskodx1mag3vnpp/AAB4xxI0IAneinw2-RAc9oy3a?dl=0
Todo: I later may include the "fix" inside vpk itself so it can be extracted from there as an option