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  1. ElementUser

    ElementUser

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      295

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      817


  2. MacroHard

    MacroHard

    Verified members


    • Points

      124

    • Content Count

      130


  3. Whyzozerious

    Whyzozerious

    Verified members


    • Points

      122

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      89


  4. Hubaris

    Hubaris

    Verified members


    • Points

      82

    • Content Count

      195



Popular Content

Showing content with the highest reputation since 04/16/2020 in all areas

  1. 19 points
  2. 19 points
    Make it happen. First Blood: "Welcome to Heroes of Newerth" Double Kill: "Low priority!" Triple Kill: "Irrelevant!" Quad Kill: "Depreciated feature!" Annihilation: "NEKO SMILE EMOTICON!" 3x Kill Streak: "It's called consistency." 4x Streak: "Poor design." 5x Streak: "Imbalanced" 6x Streak: "Snowballing out of control" 7x Streak: "Intentional feature" 8x Streak: "This isn't the suggestion forum." 9x Streak: "Impossible to balance." 10x Streak: "Unlikely to be addressed" Immortal: "Likely to get nerfed next patch." Your structure is under attack: "I will look into that." Structure Denied: "Suggestion denied." Victory: "Thanks for playing!" Defeat: "Maybe next patch." Smackdown: "Unnecessary overhead." Humiliation: "Sounds like a local issue." Rage Quit: "Please contact customer service" Payback: "I prefer paypal." Massacre: "Historical data doesn't lie." Nemesis: "It's complicated." Retribution: "Not to my liking." Kongor Slain: "High risk, low reward."
  3. 18 points
    The new Heroes of Newerth forums The Heroes of Newerth forums have finally received a long overdue makeover. Why a makeover? There were plenty of reasons, some of which are: The old forums were very outdated, and did not offer features a modern platform should be able to The old forums became hard to maintain Key staff members involved in building the forums are no longer working with us The old forums were slow and inefficient The old forums have had some bugs here & there The old forums had tightly coupled integration with the game This means the game and forums were dependent on each other; this dependency has now been removed. _________________________________________________________________________________________________________ New Features With new forums comes new features, such as: A new, improved & modernized look and feel A mobile-friendly interface and user experience Response times for web browser actions feel smooth and snappy (nearly instantaneous) Notifications & email notifications New forum banner to broadcast important news See Unread Content (via the Activity tab) View Original & Latest post in a forum thread simply by hovering over it with your mouse cursor Other new features like the Activity Feed, a Leaderboard, and a Staff directory _________________________________________________________________________________________________________ Current Limitations & Going Forward That being said, the new forums are not a silver bullet. They are the foundation of doing something better in the future. As such, the following limitations currently apply: No longer has Custom Account Icon (CAI) integration with your in-game account. However, you can upload your own avatar picture on the forums! Nearly all of the past content from the old forums have not been carried over to the new forums. We are starting off with a clean slate! No more HoN-based emojis and topic icons. Not possible to apply for community/volunteer positions at this time. We will make this available to the public when we are ready! We are still in the process of configuring the forums to suit our needs, so everything will not be perfect right away. We kindly ask you to have a little patience while this work is being carried out. While doing this, we will strive to remove some of the limitations described above to make the forum useful and user-friendly to everybody! Thank you for your patience! - Frostburn Studios Staff
  4. 15 points
    Put on the spot much? This is long. If you want my life story (for HON) you got it. Also, I am aware this biography is very me-oriented and comes off narcissistic. Sorry for that. THE BEGINNINGS COMMUNITY ROLES AND S2 FRIENDSHIPS ROMANCE
  5. 13 points
    Several versions of the same idea haha. Hope you guys laugh with this. EDIT: I uploaded another image variant without the texts and squares, as they covered a little bit of art. So this version might be a better template.
  6. 13 points
    "Me and the boys waiting for the HoNiversary sweeties ;DD" by me... https://imgur.com/a/7IR9ktb
  7. 11 points
    "Not so fast empath, Scout is here to finish the work" Took me almost a week to finish this, but finally is here.
  8. 10 points
    Hi there, Since you went public with your case I will take the liberty to tell the story from our point of view: 1) You contacted us complaining you didn't receive the full amount of gold coins purchased, that you didn't get to "claim" the extra gold coins. I carefully explained that you had already received them. The "extras" are already a part of the full amount as explained in the picture below: This text will be even more highlighted in the next patch. 2) You then ask us for a refund, claiming it wasn't you who made the purchase. I then explained, since Garena owns HoN we do not have the control over finance, or are able to issue refunds, and thus I recommended you to talk to them. I still attempted a manual refund, but it ended up failing. That being said, since Garena was unable process your request, you could always go to your bank, and tell them your son used your credit card without permission, and you need to get the money back. Frostburn Studios are by no means thieves or scammers, and we have done everything in our power to help & assist you, with the best intentions at heart. You then decide to call us out in public, claiming we are racists and don't do anything to help you.
  9. 9 points
    Good pickup on the Facebook post! Sorry we have been a little quiet, we coincidentally are about a tenth of the size of the team at it's peak, so please forgive us, we are working hard. Our June 2nd patch will celebrate everything from HoN in the past 10 years, there will be some cool things and forum activities to get amongst. The shortlist includes: A claim page for a few avatars. A very exciting top 5 video with a few special guests Lots of forum activities to do over the coming weeks Lots of nostalgia. There is also a major tournament happening run by honomg on June 14th : 100,000 GOLD COINS?! Make sure you guys are following our Facebook page too, to get all the information. Of course we will make stickied threads here as well #HoNforever
  10. 9 points
    HoN is still super duper cool and the playerbase shows this game has potential lots of it, the game needs better management some new skins so they can rake in some money, Element User confirmed something is on the radar but no ETA on it, this means there is HOPE!!! We need to purchase more gold coins and show the people higher up that money can still be made. Back in S2 days Maliken who created HoN was a known racist even on the streams, arrogant buffoon who thought he knew it all, he scammed a lot of people then went on to make strife then didn't pay the developers it had a huge upvoted thread on Reddit about how he scammed the workers on strife, then he tried to go on steam and make another game I think savage resurrection or something like that. The steam forum was immediately flooded with users with users complaining how he stole the money from HoN to make strife then stole that money to make savage resurrection. In the end all other games he created died but HoN kept on living and living, I hope the current owners see and understand this. I will purchase some gold coins in the coming weeks as I have now returned to HoN, a shame I have all the best skins and there is nothing new to buy but I will still make a purchase to show my support. Now that EU has confirmed they have some stuff on the radar for HoN, I am very hopeful for whats coming in 2021 and 2022.
  11. 9 points
    If you're not participating, atleast make sure you're watching the stream. I will be there with some riggaways between games, so don't miss your chance on some free alts!
  12. 8 points
    So first i want to write the story of the picture ( has a bit of my own lore ) Picture analysis: My picture (took me 4 days of work/ 3 hours per day):
  13. 8 points
    I call it "Me and the HoN boys"
  14. 8 points
  15. 8 points
    == HoN Reborn - 5v5 Tournament == HoN Reborn is hosting a 5v5 Tournament on May 30, 2020 at 12:00pm EDT (GMT -4)! Frostburn Studios is now one of the official sponsors for this tournament (and likely more future tournaments to come). Sign up quickly as there are only 16 full teams allowed! ___ For full details & the signup process, please visit the following URL: https://www.game.tv/tournaments/HoNR-5v5-Grand-Tournament-FoC-Captains-Pick-16-teams--bba58a3a855d48a1a69d92c8b997e63c ___ YouTube - https://www.youtube.com/channel/UCRxB90KjIlOcyVyK_bLyQCg Twitch.tv - https://www.twitch.tv/knezlazar95 Instagram - https://www.instagram.com/heroesofnewerthreborn/ Facebook - https://www.facebook.com/Heroes-of-Newerth-Reborn-246065535478806/
  16. 7 points
  17. 7 points
    Hey guys! Just letting you know our HoNiversary Highlights Patch is live up on facebook! Big shoutout to HoNOMG for making this possible. Hero Rework: #Nitro (00:30) | Staff Upgrades: #Kane (02:40), #Balphagore (04:40) | #Aluna (CN) Avatar (03:30) | New rune: Merrick's Rune (04:20) Patch notes and claim page released Friday .. get keen! Cheers! <3Slif
  18. 7 points
    MsMia and I will be returning to HON in a few days. Brace yourself for a forum explosion and 1300 MMR small plays. #PostHard #MathIsHard #MacroTard #ElementLoser
  19. 7 points
    What is the time it takes to be attended a ticket in customer service? I mean, is there any exact time? 6-12 hours? or something like that
  20. 7 points
    For the record, I totally won the last one by posting in it before we migrated to the new forums
  21. 6 points
    Pikachu as Thunderbringer Model came from the game - Pokemon Legends (Warcraft 3 Map) Requested by @T0MMY All lightning visuals is yellow Staff of the Master: Download Link: http://www.mediafire.com/file/echrdzqnc3qhyfz/resourcesPikachu.s2z/file HOW TO INSTALL: Move the downloaded file into (.s2z): -Linux: /home/username/HoN/game/ -Windows 8/10: C:\Program Files (x86)\Heroes of Newerth\game\ Mac: 1. Press Finder 2. Press Applications 3. Right click 'Heroes of Newerth', and press Show containing files 4. Open Game folder 5. Move file here
  22. 6 points
    This is what people feel on the Tobakaz Hookcity Video
  23. 6 points
  24. 6 points
    Tarot finally has her items:
  25. 6 points
    I’ve decided to start taunting the enemy when I know I’m about to die. The humiliation announcement is quite entertaining and helps lighten the mood. Why not put a smile on somebody’s face from time to time? I hope you join me.
  26. 6 points
    Since everyone shares something about what HoN meant for them in the past, I'll share something too: So like 13 years back, I started to develop a DotA-clone. My plan was just a basic replication of basically everything, but without wc3 behind. However I was active on DotA-forums and I saw the only advertisement of HoN I've ever seen: Someone announced that they are working on it and they will reach closed beta soon. So naturally I applied for close beta, was frustrated because it took ages for me to get accepted - and once I joined I instantly stopped my own game because there was already a team developing the game I wanted. If anyone's curious, after that I started to develop a "space game" similar to Freelancer. With a lot less time, since I had to play HoN. Guess what happened ..... Star Citizen Kinda explains why I rather work on software instead of games nowadays :-D.
  27. 6 points
    Oh yes. It's HoNiversary again. Should be lit this year, Newerthians!
  28. 6 points
    Well, recently I bought the Ursa multiplier, but I would like to know exactly where it comes from or how much silver it multiplies.
  29. 6 points
    Great detective work! They'll have no other choice but to fill those blanks with heroes! Looking forward to your next case! Maybe some empty slots in my wallet?
  30. 5 points
    Handle FoC? There is strange legitimacy of the claim that FoC players and FoC is some kind superior over midwar. From my perspective midwar should be main mode and it is future of moba. I play mw because only hon gives this kind of experience. What we have in caldavar? Toxicity, frustration... and caldavar as pvp game mode where a lot of mechanics are around players vs environment. This is most bizarre thing to me. How ppl can play multiplayer game and farm creeps. They race to kill more creeps.... and in most cases ppl go trying farm jungle, fail... and that's it. There is no more frustrating thing. Caldavar is about playing vs computer and occasionally vs players which is completely stupid for me.
  31. 5 points
    Legion/Hellbourne Laning Creeps Special thanks to RedBear for helping me with this mod and many other mods I've made. Please support him any way you can. Model Conversion - RedBear *UPDATE* - Fixed projectile bug on Legion Ballista made by RedBear. Download Link: http://www.mediafire.com/file/g9ogwsam268qx6b/resourcesWarcraftCreeps.s2z/file HOW TO INSTALL: Move the downloaded file into (.s2z): -Linux: /home/username/HoN/game/ -Windows 8/10: C:\Program Files (x86)\Heroes of Newerth\game\ Mac: 1. Press Finder 2. Press Applications 3. Right click 'Heroes of Newerth', and press Show containing files 4. Open Game folder 5. Move file here
  32. 5 points
    I did a few tweaks in the template Cuysaurus submited. I hope it's fun.
  33. 5 points
    Starting Magic Armor for people is what? About a 25% reduction? I think its 24.8 but I can't care enough to be that accurate. The old Spellshards reduced them by 65%. You would effectively make their Magic Armor 8.75% reduction instead. That is a net change of 16.25% damage for a 2.5k~ ish item. This doesn't take into account anything else, lets see here: Old Spellshards Type MA (in %) EMA% Amp% Base 25 8.75 16.25 Vestments 37.5 13.125 24.375 Shaman's 48.1 16.835 31.265 MA is you Magic Armor in a %. EMA% is your effective Magic Armor versus Spellshards. Amp% is how much the Spellshards user gets in 'bonus' damage. For a tiny amount of gold you were able to increase your total magic damage by 16.25 / 24.375 / 31.265%. That is an obscene amount of damage amplification for an item that barely cost a little more than a core initiator item (Portal Key), or a Shieldbreaker. Spellshards ripped through Shaman's Headdress (up until Nome's), the only way to get more Magic Armor. On the bright side, the item is now cheaper which means you can get your initial investment earlier, capitalize on it earlier, and get the stats earlier. Spellshards were overbuffed and people were spoiled with them, they are back to a spot where they shouldn't completely make someone's choice to grab Shaman's irrelevant. Which begs the question, why can't it just be a -2 / -3 / -4 Magic Armor on spell cast instead? Why should a person with Shaman's get punished for buying better magic armor? Why not just get a Vest and call it a day?
  34. 5 points
    G'day ! We are aware of the issues for MacOSX Catalina no longer supporting x86 and I wanted to share some information regarding this. For those who don't know, we are testing 64-bit versions of the HoN Client with a small group of testers for Windows, which have enormous performance boosts and various other upgrades, and much more compatible with the latest OS, this is currently invite only and has been going on for a while but - and I need to make this clear, I make no promises, but MAY be able to in the near future release this publicly as an alternative way to play the game! I am also personally in my spare time working on a Catalina 64-bit port that will allow users on the latest MacOSX to play HoN once again, but not only that but with the same performance boosts and the original issues fixed that compelled us to with good reason, take the download links from public view, such as RAM issues and crashes. I have no ETA on this, but know that its been worked on ;)
  35. 5 points
    Playing Jeraziah as a support seperates the men from the boys
  36. 5 points
    I'd like to see more of the funny old quirks that would last a patch or so. The neutral creeps running through middle was a personal favourite and the snowball boss was pretty fun too.
  37. 5 points
  38. 5 points
    Mine is more about a community than the actual game.
  39. 5 points
    This was my birthday cake and cupcakes. And here you can see me and my friends: @Kalashnjikov, @Duke_Rajko, @Cira, @Tricko, @dushajni, @ladovina, @BaTa_R, @mastashiki Everyone in this picture is a HoN player, except the ladies, Che Guevara and bar personnel
  40. 5 points
    HoN 3.9.11.0 Duchess Dampeer Description: Replaces the default Dampeer model with the avatar Duchess Dampeer model from HoN 3.9.11.0. Preview video: Changelog: Version 1.0 [May 31, 2020] - First public release -- Added hero preview in the store, since in HoN 3.9.11.0 it did not exist yet -- Modified *.model files to support med and low textures -- Increased model size by changing preglobalscale from 1.6 to 1.9 -- Adjusted model position of the model in the portrait window Download link: hon_3_9_11_0_duchess_dampeer.honmod Installation & Usage: To use honmods (*.honmod files) you need a HoN Mod Manager. To install it download the zip file from the link in this topic. You can place it anywhere you wish. Linux and MacOS users need Mono to run it. The HoN Mod Manager will try to detect the location of your Heroes of Newerth install automatically; if it can't it'll ask you for the folder (usually something like "C:\Program Files\Heroes of Newerth"). To install honmods (*.honmod files) put them into the mods directory (see below for locations) or drag them onto the HoN Mod Manager window (Windows only). Any mod files in that directory that are compatible will automatically show up in the mod manager. To use installed honmods you need to enable them first (e.g. by double-clicking on them), then select "Apply Mods" from the "File" menu. You'll need "Apply Mods" each and every time the game was patched or you have installed/uninstalled/updated any honmods. The HoN Mod Manager will remind you of this. The default locations for the honmods directory are: XP/Vista/7/8/10: C:\Program Files (x86)\Heroes of Newerth\game\mods Linux: /home/<username>/.Heroes of Newerth/game/mods MacOS: /Users/<username>/Library/Application Support/Heroes of Newerth/game/mods This directory will be automatically created when you launch the HoN Mod Manager the first time and can be easily be accessed from the "Open Mod Folder" option in the "File" menu. Special thanks to the creators http://hondiff.appspot.com/ website allows to make such mods. All rights to the original models, animations, textures, sounds and effects belong to S2 Games.
  41. 5 points
    This is my work of art. I call it: 'A Bloody Tragedy'
  42. 5 points
    Hello Newerth! Some may know me, some might not, I go by Hubaris on the forums and ingame and I have been playing HoN for a long time; and I recently reinstalled and have become truly active again ingame and on the forums. It's amazing to see 10 years of this game, a game that I still hold in my heart as being one of the best in its genre, a masterclass in game flow, design and aesthetic. I was thinking about HoN's 10th anniversary but I am not one to make videos, I'm a man of the written word and I just wanted to share some memories of a game that I still love. I was debating doing this in Off Topic or here, but considering its half vanity project, half fanboying, I figured GD is the best place to catch the pulse of the people. I remember buying the game for 30 USD, and being blown away by seeing my favourite heroes from DotA reimagined. I remember playing the newest hero, Pandamonium and laughing at all the terrible puns. I remember Turrent and his pet Engineer, blowing people up in the forests, hills, fountains, literally everywhere. I remember Rampage and his teleporting charge, his magic immunity and the rage he caused. I remember first pick Scout, READY and the groans that followed. I remember using Kraken Ultimate to rip entire teams across the map and watching people ragequit. I remember public rooms and matches and people cobbling together All Mids before it was its own game mode. I remember when Matchmaking basically didn't work and those very same public rooms and your PSR determined your place on the totem pole. I remember when Matchmaking finally did start working and people refusing to let go of PSR. I remember building heroes on the forums, inspired by all the stuff in the game. I remember when the first alternate skins came out and the outcry of people. I remember gold and silver being added and the game taking the turn toward F2P. I remember the Leprechaun Blacksmith debacle. I remember 3v3 Grimm's Crossing, one of the best gamemodes when you couldn't fill your 5 Stack. I remember when they reworked Gladiator's voice from his old over the top FRAAAAAAAAWSSST and being sad at it. I remember the height of the Tanky Meta and how it dominated the competitive scene for so long. I remember the memes, 'Stay By Tower', 'Codex Level 5', 'Good to Know How Highly Your Own Character', classics. I remember the rush of a new hero every 2 weeks, and I also remember the burnout. I remember the weird interview with Paula Garcia about Aluna. I remember the ill-fated Gunblade trailer and the pain that followed. I remember DOTA2 getting its first glimpses and the fire in the Balance Group about it. I remember Legionnaire's charge being bugged and doing 300-600% damage. I remember Puppetmaster literally deleting heroes from the game. I remember the jokes about Armadon always breaking in each patch... somehow! I remember playing a lot of Forum Mafia in Off-Topic. I remember running events where the community would try to build a Hero together. I remember the 16-Bit HoN mode (does it still exist?) and all the visual pain it puts on one's eyes. I remember Silhouette and her dominance in the hands of a certain comp. player. I remember the fiercely loyal fans of HoN. I remember them switching Artillery's EA and regular skin due to the fan outcry of the game's flavour. I remember Gemini having a button on D that just gave him +30 to all stats (oops)! I remember Strife... I remember bugtesting with EU. I remember building heroes and having fierce discussions with wza and Co. I remember spending a LOT of gold on Plinko to get the Cthulhuphant avatar that I wanted so bad. I remember secretly working on a casual OMG/WTF Mode using a bootleg client (sorry EU)! I remember the reworks, the heroes and the items we worked so hard on. I remember being HoNored and the numerous forum awards. But I don't remember why I left for those few years... All I remember is why I stayed and why I came back. Maybe this is a vanity post, it most likely is, but I'm happy to see the team here giving this game the respect and dignity it deserves in its later years. I'm sure they remember more than I do, I'm sure you remember different things as well; I want to see what you remember, I want to see what you know! I want this to be a great 10th anniversary and I want this to be a testament to all of the wild stories and memories about this crazy, crazy game. Here's to 10 Years you old, stubborn dog, and here's to however many more!
  43. 5 points
    -Arachna and Ellonia felt kinda too strong when i was playing them. So as i did a post about them in the past, i have to make a post about my new mid hero Hellbringer . I am not going to speak about the heroe's burst damage, as i think is pretty ok. He is just one of the best mids imo. And i like that. Coz Hellbringer used to be like this in the old days. And i like his place now.But i do have to speak about the crazy lifesteal he can get. -I dont know if you guys are aware of the lifesteal this guy does but I saw every aspect of how strong it can be. From midlaner( played it myself there) to hard carry( watched Dutch playing it). I do believe that the passive 20% lifesteal from every source of damage and adding the demons active effect( the 30% damage received on heroes returning as lifesteal) is kinda imba. - Consider that the passive bonus of Symbol is 25% on just autoattacks, whether Hellbringers passive is 20%(inactive) and 30% (active) are from all the damage sources. I cant judge what the correct changes on values can be, or the type of lifesteal etc. Or maybe im exaggerating , but thats how i feel about the hero atm. I consider that the toolkit of this hero is so strong ,each spell individually. He is a massive cc hero, he always was. -Aside his lifesteal ability, just a Staff of the master + and a resto stone at late game , put him in top tier picks of intelligent heroes, if u want a decent position 2 hero. Even just staff alone actually. Also the hero can farm fast and the accumulation of gold early mid game is easy, considering your getting lots of golds through a teamfight also. I literally see 'people on their knees'' (i hope u know this punch line ^^ ) Tried to replicate a raw scenario in practise mode, its my first time doing this, dont judge too hard: Hellbringer level 25 no items(1803 HP pool ) vs Maliken level 25 no items ( values are after armor reduction) Lets consider that the initial burst damage below will be calculated to the 20% passive lifesteal and later Hell will activate his demon, for the 30%. Q : 123 damage x 2 times= 246 dmg W: 237 dmg Ultimate: 75 dmg Malpha's damage: 109 per hit ( in this case scenario i put malpha to give 5 autoattacks)= 545 ( maybe in a teamfight he can pull of more auttoattacks, i just put 5) Hellbringer damage : 99 per hit ( in this case scenario i put hellbringer to give 3 auttoattacks) = 297 Total of 1400 damage. 1400 X 20%(lifesteal) = 280 Activated E spell : Lets say in that area are 3 heroes, and they receive his demon. And lets consider they will take a combined of 2000 damage post mitigation. ( for 3 heroes combined maybe its too low 2k) 2000 dmg x 30% = 600 Conclusion : Total of 880 hp returning to Hellbringer. Consider that this is an one-time,a raw scenario. A teamfight will go longer, spells get off cd and u have them again, there are also items in place, that will boost the damage done, or items that will delay the duraton of a teamfight, also there will be creeps involved on taking damage etc. It doesnt show the maximum healing HB can receive potentially. The scenarios are whole lot. But from a raw scenario i got a 880 hp returning to a 1803 hp Hellbringer. -My only suggestion can be a twich of his passive and active effect: 1) 20% -> 15% and 30% ->25% or 2) Passive effect: any source of damage -> magic damage and active effect: remains the same(all damage sources) . Worth mentioning changing to the 2nd suggestion transforms the hero into a higher skill based hero, as above managing to hit your Q and W you will have to land a good E spell off, so u can get the best out of it, as the active effect has a timer. Personally i do support the 2nd suggestion as i do believe that in order to be able to play a strong hero like Hellbringer, you will have to do one or two things more, than just spamming buttons. Thats kinda a reward. And is not about you being a good or a bad player. It just needs a small effort to learn to utilize the hero at his best. ps: Dunno if i did this right, its my first time trying to post this kind of thing,most of the times i just post plane suggestions without numbers, maybe i did it wrong,or didnt evaluate something extra etc, pls feel free to correct me, or point out mistakes . Also as i said i like the place Hellbringer is now, even if he stays like this i dont have any problem.
  44. 5 points
    Thread previously made by ElementUser The purpose of this thread is to help people understand how to properly make effects for those who are learning how to create their own effects. <effect> useentityeffectscale --true,false 0,1 (should be used for global effects used on multiple heroes... i.e. state.effect impact.effect etc.) deferred --true, false 0,1 (allows the sprites to fade correctly) persistent --true, false 0,1 (allows emitters to finish emitting even after gadget/entity etc. is terminated. note: if persistent is set to true make sure all emitters have a life or count.) <particlesystem> name --used to name your particle systems. typically they are named system0 or system1 but you can use any name you want, just make sure that you call it correctly in the spawnparticlesystem tag. space --set to world or entity... if set to entity the emitter stays with the hero. set it to world if u want the particles to drag or be left behind. scale --can set scale to whatever you want ie: 1, 50 or even .2 but keep in mind it's cleaner to have it set to 1. <particle> color --should have three numbers ie: color="1 1 1". the order of the numbers is for red green blue (rgb). alpha --can range from 0-1... ie: alpha=".5" means transparency is at 50%. size --used to bring the sprite to a certain size. good to use startsize midsize and endsize to get more variety out of the same sprite. width --will change the width of the sprite... will scale only the width of the sprite leaving the height alone. height --will change the height of the sprite... will scale only the height of the sprite leaving the width alone. scale --you can set scale to whatever you want ie: 1, 50, .5, 10.5 etc. good to use startscale midscale and endscale to get more variety out of the same sprite. scale and size are closely related they are there to give more control to the user. pitch --is used to rotate sprite along the x axis... typically, this one is used with lockup and lockright set to true, and pitch set to 90 to make the sprite flat or parallel to the ground. yaw --is used to rotate along the z axis. roll --is used to rotate along the y axis. * you can add speed to yaw, pitch and roll to get the sprite to spin along said axis. for instance yawspeed="360" will make the sprite spin 360 degrees along the z axis according to how long the life is. frame --used for animated sprites typically set using startframe="0" endframe="1". framespeed can be used to make the animated sequence faster or slower too. param --used for refraction sprites. basically sets the strength of the refraction. is usually set between param=".1" to param="1". stickiness --acts almost the same as anchor in fact you'll typically wanna use anchor... it's the newer setting. anchor --will keep the sprite anchored to the bone it is called on... can get some interesting results with startanchor="1" and endanchor="0", or whatever u wanna set endanchor at. widthdistort --exactly what it says... will distort the width only heightdistort --will distort the height only scaleu --is used to scale along the u in uv... scalev --is used to scale along the v in uv... has some interesting results when used simultaneously with startscale and endscale. offsetu --never use these settings but i'm assuming that this offsets the sprite along said direction... in this case the u in uv. offsetv --never use these settings but i'm assuming that this offsets the sprite along said direction... in this case the u in uv. weight --never use this... not sure if it even works. lockup --true, false 0,1 locks the sprite up. lockright --true, false 0,1 locks the sprite right. both lock settings are used to isolate or control the sprite. when both are set to true and pitch is set to 90 the sprite is locked parallel to the ground. turn --true, false 0,1 allows sprites to turn with entity. used mostly with embedded models inside simpleemitters to turn correctly with projectile. flare --true, false 0,1 emitter --can be used to call an emitter inside another emitter by name... so, it is typically used for embedding emitters. ** keep in mind that most settings in the particle tag can use start, mid, and end settings too. for example startcolor="1 1 1" midcolor="1 0 1" endcolor="1 0 0". you can control when the mid setting hits with midcolorpos. midcolorpos=".25" will happen sooner, and midcolorpos=".85" will happen later. if midcolorpos is not being used the default is set to ".5" <simpleemitter> owner --was used a lot more before embedding but, is still used to add emitters to models by name. life --gives the emitter a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". count --gives the user control of how many sprites to use no matter what the life and spawnrate is. count="5" will spit out 5 sprites no more no less. timenudge --timenudge is setup in milliseconds, and is an older setting. for the most part delay is better to use. however, in some cases you'll want an emitter to get a head start before the sprites start showing up. in this case you can set timenudge to a minus number and get the emitter goin early. i.e. timenudge="-2000" delay --used to delay the emitting of sprites. delay is setup in milleseconds as well. so, to delay the emitter for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used to loop any emitter with a life. spawnrate --is the amount of particles emitting from the emitter by the second. if spawnrate="25" then 25 sprites will be spit out per second. particlelife --is the amount of time the particle will live in milliseconds. minparticlelife and maxparticlelife can be used to get more variety. particletimenudge --i think this is an old setting and pretty sure itsa no worky. particledirectionspace {global, local} --local space will use the bones local axis, and global will use the world axis. typically this is used in local to get a sprite pointing down a specific axis of a specific bone. gravity --is what it is. you can set the strength of gravity. minus gravity goes up and positive gravity goes down. speed --the speed at which the particles move in a certain direction. when no direction is specified the sprites go out from the center. acceleration --once the sprite, or sprites are emitted they will pick up speed according to acceleration setting. good to use with other settings such as speed to get more variety. minangle--hard to explain but minangle and maxangle are used to create an area or window for emitting. for instance if minangle="0" and maxangle="45" the emitter will only emit in that range of 45 degrees. maxangle --refer to minangle inheritvelocity --the emitter can inherit the velocity of an object, entity, bone, projectile etc. this setting gives a very dynamic feel to effects but dont set it too high, because the sprites start goin crazy. material --this is where you call your sprite. for example material="/shared/effects/materials/mySprite.material" the path is typically this one but can be specific to any directory. direction --direction is setup in x,y,z. so, to set this correctly use -1 1 or 0. an example would be direction="0 0 1". this will send the sprites in the positive z direction, or in our engine up. -1 would send the sprites in a negative z direction, or in our engine down. directionalspace --{global, local, and i think world works too} world and global will emit according to world axis. local will emit from a specific bone and its local axis which can be very different from the world depending on the animation of said bone. drag --the best way for me to describe drag i guess is to think of it like molasses. it causes the sprites to slow down as if they are fighting through something thick. it doesn't take much to create lots of drag. its typically set around .1 or so. friction --basically the opposite of acceleration. over time friction will decelerate the sprites to a complete stop if its strong enough. bone --is used to emit from a specific bone. make sure the bone name is correct or the emitter will not work. the names are case sensitive. position --position is setup in x,y,z. if the emitter for example has a bone="headbone" and the position="0 0 50", then the emitter will be positioned 50 above the headbone in the z axis. offsetsphere --creates a sphere that the emitter can emit from. if the offsetsphere="100 100 100" for instance, the sprites will emit from anywhere within this 100x100x100 sphere. offsetcube --creates a cube that the emitter emits from. same as offsetsphere but in a cube. both are set using x,y,z coordinates. offsetdirection --can be used with offsetradial to give the emitter some depth. like emitting from a donut. offsetradial --creates a circle. the emitter then emits along the circumference of the circle. offsetradialangle --another setting to go with offsetradial. this one can be set anywhere from 0-180 basically makes a cone shape from the point of origin. works almost like a spotlight in max. collide --true, false 0,1 when set to true the sprites will collide with the ground... very cool effect but can suck up processing power. use wisely, and keep the life and count low. subframepose -- true, false 0,1 used with trailemitters and twopointtrailemitters. should always be set to true. <orbiteremitter> owner --was used a lot more before embedding but, is still used to add emitters to models by name. life --gives the emitter a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". count --gives the user control of how many sprites to use no matter what the life and spawnrate is. count="5" will spit out 5 sprites no more no less. timenudge --timenudge is setup in milliseconds, and is an older setting. for the most part delay is better to use. however, in some cases you'll want an emitter to get a head start before the sprites start showing up. in this case you can set timenudge to a minus number and get the emitter goin early. i.e. timenudge="-2000" delay --used to delay the emitting of sprites. delay is setup in milleseconds as well. so, to delay the emitter for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used to loop any emitter with a life. spawnrate --is the amount of particles emitting from the emitter by the second. if spawnrate="25" then 25 sprites will be spit out per second. particlelife --is the amount of time the particle will live in milliseconds. minparticlelife and maxparticlelife can be used to get more variety. particletimenudge --i think this is an old setting and pretty sure itsa no worky. gravity --does not work with orbiteremitters. speed --basically speeds up the orbit setting. so if the orbit="1" and speed="2" the orbiting particles will now move at a speed of 2. if orbit is set to 0 speed will have no effect. acceleration --once the sprite, or sprites are emitted they will pick up speed according to acceleration setting. if orbit is set to 0 acceleration will have no effect. minangle --does not work with orbiteremitter maxangle --does not work with orbiteremitter inheritvelocity --does not work with orbiteremitter material --this is where you call your sprite. for example material="/shared/effects/materials/mySprite.material" the path is typically this one but can be specific to any directory. direction --direction is setup in x,y,z. it is important to set a direction so that the orbiteremitter knows which axis to work from. for example direction="0 0 1". directionalspace --{global, local, and i think world works too} world and global will emit according to world axis. local will emit from a specific bone and its local axis which can be very different from the world depending on the animation of said bone. drag --does not work with orbiteremitter friction --once the sprite, or sprites are emitted they will slow down according to the friction setting. if orbit is set to 0, the friction setting will have no effect. bone --this setting is used to emit from a specific bone. make sure the bone name is correct or the emitter will not work. the names are case sensitive. position --position is setup in x,y,z. if the emitter for example has a bone="headbone" and the position="0 0 50", then the emitter will be positioned 50 above the headbone in the z axis. origin --the origin gives control over placement of the emitter, and could be looked at as a distance from center setting. for example if direction="0 0 1" and origin="0 50 250" the orbiteremitter will have a diameter of 250 and will move up 50 from the center in the z axis. cylindrical --when set to true makes a cylindrical shape that the particles emit from. by default is shaped like a disc. offset --the offset gives more control to the user in shaping the cylinder. hard to describe but let me give an example. offset="10 250 500". the number 250 gives the cylinder your emitting from an offset depth of 250. the number 500 gives the particles an offset of 500 widthwise from the outside edge or circumference of the cylinder. and the 10 starts the sprites going around the cylinder's circumference. if this number is too low the sprites wont emit from all the way around the cylinder. orbit --this is the speed of the turn/orbiting sprites. a positive number will rotate the sprites counter clockwise and a negative number will rotate them around the origin in a clockwise manner. orbitangle --i think this is an old setting or it just doesn't work. <trackeremitter> owner --was used a lot more before embedding but, is still used to add emitters to models by name. life --gives the emitter a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". count --gives the user control of how many sprites to use no matter what the life and spawnrate is. count="5" will spit out 5 sprites no more no less. timenudge --timenudge is setup in milliseconds, and is an older setting. for the most part delay is better to use. however, in some cases you'll want an emitter to get a head start before the sprites start showing up. in this case you can set timenudge to a minus number and get the emitter goin early. i.e. timenudge="-2000" delay --used to delay the emitting of sprites. delay is setup in milleseconds as well. so, to delay the emitter for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used to loop any emitter with a life. spawnrate --is the amount of particles emitting from the emitter by the second. if spawnrate="25" then 25 sprites will be spit out per second. particlelife --is the amount of time the particle will live in milliseconds. minparticlelife and maxparticlelife can be used to get more variety. particletimenudge --i think this is an old setting and pretty sure itsa no worky. gravity --is what it is. you can set the strength of gravity. minus gravity goes up and positive gravity goes down. this will effect the tracking of particles so be careful when setting gravity. speed --the speed at which the particles move toward the target. acceleration --once the sprite, or sprites are emitted they will pick up speed according to acceleration setting. good to use with other settings such as speed to get more variety. minangle --hard to explain but minangle and maxangle are used to create an area or window for emitting. for instance if minangle="0" and maxangle="45" the emitter will only emit in that range of 45 degrees. maxangle --refer to minangle... minangle and maxangle can create some neat effects when used with different track types. inheritvelocity --the emitter can inherit the velocity of an object, entity, bone, projectile etc. this setting gives a very dynamic feel to effects but dont set it too high. if the object is moving to fast the sprites start goin crazy, and it can look like a mistake. material --this is where you call your sprite. for example material="/shared/effects/materials/mySprite.material" the path is typically this one but can be specific to any directory. direction --can be used to change the direction of sprites. especially useful when used with minangle and maxangle. directionalspace --{global, local, and i think world works too} world and global will emit according to world axis. local will emit from a specific bone and its local axis which can be very different from the world depending on the animation of said bone. drag --the best way for me to describe drag i guess is to think of it like molasses. it causes the sprites to slow down as if they are fighting through something thick. it doesn't take much to create lots of drag. its typically set around .1 or so. friction --once the sprite, or sprites are emitted they will slow down according to friction setting. over time friction will decelerate the sprites to a complete stop if its strong enough. bone --this is the bone the trackeremitter starts at. position --this is the position the trackeremitter will start at. can be used with or without bones. targetbone --this is the bone that the emitter tracks to. targetposition --this is the position that the emitter tracks to. can be used with or without bones. offsetsphere --creates a sphere that the emitter can emit from. if the offsetsphere="100 100 100" for instance, the sprites will emit from anywhere within this 100x100x100 sphere. offsetcube --creates a cube that the emitter emits from. same as offsetsphere but in a cube. both are set using x,y,z coordinates. offsetdirection --can be used with offsetradial to give the emitter some depth. like emitting from a donut. offsetradial --creates a circle. the emitter then emits along the circumference of the circle. offsetradialangle --another setting to go with offsetradial. this one can be set anywhere from 0-180 basically makes a cone shape from the point of origin. works almost like a spotlight in max. tracktype {distance, angular, gravity, cgravity, target, lerp} trackspeed will be set to 1 typically. but for some of the tracktypes it can be used to modify the look at the beginning of the tracker. for instance the higher trackspeed with angular will cause the sprites to stay closer together at the origin. however, like with lerp for instance trackspeed can only be set to one. then speed or acceleration can be used to get the look you want. distancelife --true, false 0,1 when set to true this setting will cause the particles to die once they have reached the targetbone or position. <meshemitter> mesh --this is the name of the mesh that the emitter will emit from... without the mesh name the emitter will not emit correctly. owner --was used a lot more before embedding but, is still used to add emitters to models by name. life --gives the emitter a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". count --gives the user control of how many sprites to use no matter what the life and spawnrate is. count="5" will spit out 5 sprites no more no less. timenudge --timenudge is setup in milliseconds, and is an older setting. for the most part delay is better to use. however, in some cases you'll want an emitter to get a head start before the sprites start showing up. in this case you can set timenudge to a minus number and get the emitter goin early. i.e. timenudge="-2000" delay --used to delay the emitting of sprites. delay is setup in milleseconds as well. so, to delay the emitter for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used to loop any emitter with a life. spawnrate --is the amount of particles emitting from the emitter by the second. if spawnrate="25" then 25 sprites will be spit out per second. particlelife --is the amount of time the particle will live in milliseconds. minparticlelife and maxparticlelife can be used to get more variety. particletimenudge --i think this is an old setting and pretty sure itsa no worky. particledirectionspace {global, local} --local space will use the bones local axis, and global will use the world axis. typically this is used in local to get a sprite pointing down a specific axis of a specific bone. gravity --is what it is. you can set the strength of gravity. minus gravity goes up and positive gravity goes down. speed --the speed at which the particles move in a certain direction. when no direction is specified the sprites go out from the center. acceleration --once the sprite, or sprites are emitted they will pick up speed according to acceleration setting. good to use with other settings such as speed to get more variety. minangle --hard to explain but minangle and maxangle are used to create an area or window for emitting. for instance if minangle="0" and maxangle="45" the emitter will only emit in that range of 45 degrees. maxangle --refer to minangle inheritvelocity --the emitter can inherit the velocity of an object, entity, bone, projectile etc. this setting gives a very dynamic feel to effects but dont set it too high, because the sprites start goin crazy. material --this is where you call your sprite. for example material="/shared/effects/materials/mySprite.material" the path is typically this one but can be specific to any directory. direction --direction is setup in x,y,z. so, to set this correctly use -1 1 or 0. an example would be direction="0 0 1". this will send the sprites in the positive z direction, or in our engine up. -1 would send the sprites in a negative z direction, or in our engine down. directionalspace --{global, local, and i think world works too} world and global will emit according to world axis. local will emit from a specific bone and its local axis which can be very different from the world depending on the animation of said bone. drag --the best way for me to describe drag i guess is to think of it like molasses. it causes the sprites to slow down as if they are fighting through something thick. it doesn't take much to create lots of drag. its typically set around .1 or so. friction --basically the opposite of acceleration. over time friction will decelerate the sprites to a complete stop if its strong enough. bone --is used to emit from a specific bone. make sure the bone name is correct or the emitter will not work. the names are case sensitive. position --position is setup in x,y,z. if the emitter for example has a bone="headbone" and the position="0 0 50", then the emitter will be positioned 50 above the headbone in the z axis. offsetsphere --creates a sphere that the emitter can emit from. if the offsetsphere="100 100 100" for instance, the sprites will emit from anywhere within this 100x100x100 sphere. offsetcube --creates a cube that the emitter emits from. same as offsetsphere but in a cube. both are set using x,y,z coordinates. offsetdirection --can be used with offsetradial to give the emitter some depth. like emitting from a donut. offsetradial --creates a circle. the emitter then emits along the circumference of the circle. offsetradialangle --another setting to go with offsetradial. this one can be set anywhere from 0-180 basically makes a cone shape from the point of origin. works almost like a spotlight in max. collide --true, false 0,1 when set to true the sprites will collide with the ground... very cool effect but can suck up processing power. use wisely, and keep the life and count low. <skeletonemitter> owner --was used a lot more before embedding but, is still used to add emitters to models by name. life --gives the emitter a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". count --gives the user control of how many sprites to use no matter what the life and spawnrate is. count="5" will spit out 5 sprites no more no less. timenudge --timenudge is setup in milliseconds, and is an older setting. for the most part delay is better to use. however, in some cases you'll want an emitter to get a head start before the sprites start showing up. in this case you can set timenudge to a minus number and get the emitter goin early. i.e. timenudge="-2000" delay --used to delay the emitting of sprites. delay is setup in milleseconds as well. so, to delay the emitter for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used to loop any emitter with a life. spawnrate --is the amount of particles emitting from the emitter by the second. if spawnrate="25" then 25 sprites will be spit out per second. particlelife --is the amount of time the particle will live in milliseconds. minparticlelife and maxparticlelife can be used to get more variety. particletimenudge --i think this is an old setting and pretty sure itsa no worky. particledirectionspace {global, local} --local space will use the bones local axis, and global will use the world axis. typically this is used in local to get a sprite pointing down a specific axis of a specific bone. gravity --is what it is. you can set the strength of gravity. minus gravity goes up and positive gravity goes down. speed --the speed at which the particles move in a certain direction. when no direction is specified the sprites go out from the center. acceleration --once the sprite, or sprites are emitted they will pick up speed according to acceleration setting. good to use with other settings such as speed to get more variety. minangle --hard to explain but minangle and maxangle are used to create an area or window for emitting. for instance if minangle="0" and maxangle="45" the emitter will only emit in that range of 45 degrees. maxangle --refer to minangle inheritvelocity --the emitter can inherit the velocity of an object, entity, bone, projectile etc. this setting gives a very dynamic feel to effects but dont set it too high, because the sprites start goin crazy. material --this is where you call your sprite. for example material="/shared/effects/materials/mySprite.material" the path is typically this one but can be specific to any directory. direction --direction is setup in x,y,z. so, to set this correctly use -1 1 or 0. an example would be direction="0 0 1". this will send the sprites in the positive z direction, or in our engine up. -1 would send the sprites in a negative z direction, or in our engine down. directionalspace --{global, local, and i think world works too} world and global will emit according to world axis. local will emit from a specific bone and its local axis which can be very different from the world depending on the animation of said bone. drag --the best way for me to describe drag i guess is to think of it like molasses. it causes the sprites to slow down as if they are fighting through something thick. it doesn't take much to create lots of drag. its typically set around .1 or so. friction --basically the opposite of acceleration. over time friction will decelerate the sprites to a complete stop if its strong enough. bone --is used to emit from a specific bone. make sure the bone name is correct or the emitter will not work. the names are case sensitive. position --position is setup in x,y,z. if the emitter for example has a bone="headbone" and the position="0 0 50", then the emitter will be positioned 50 above the headbone in the z axis. offsetsphere --creates a sphere that the emitter can emit from. if the offsetsphere="100 100 100" for instance, the sprites will emit from anywhere within this 100x100x100 sphere. offsetcube --creates a cube that the emitter emits from. same as offsetsphere but in a cube. both are set using x,y,z coordinates. offsetdirection --can be used with offsetradial to give the emitter some depth. like emitting from a donut. offsetradial --creates a circle. the emitter then emits along the circumference of the circle. offsetradialangle --another setting to go with offsetradial. this one can be set anywhere from 0-180 basically makes a cone shape from the point of origin. works almost like a spotlight in max. collide --true, false 0,1 when set to true the sprites will collide with the ground... very cool effect but can suck up processing power. use wisely, and keep the life and count low. <twopointtrailemitter> owner --was used a lot more before embedding but, is still used to add emitters to models by name. life --gives the emitter a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". count --gives the user control of how many sprites to use no matter what the life and spawnrate is. count="5" will spit out 5 sprites no more no less. timenudge --timenudge is setup in milliseconds, and is an older setting. for the most part delay is better to use. however, in some cases you'll want an emitter to get a head start before the sprites start showing up. in this case you can set timenudge to a minus number and get the emitter goin early. i.e. timenudge="-2000" delay --used to delay the emitting of sprites. delay is setup in milleseconds as well. so, to delay the emitter for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used to loop any emitter with a life. spawnrate --is the amount of particles emitting from the emitter by the second. if spawnrate="25" then 25 sprites will be spit out per second. particlelife --is the amount of time the particle will live in milliseconds. minparticlelife and maxparticlelife can be used to get more variety. particletimenudge --i think this is an old setting and pretty sure itsa no worky. particledirectionspace {global, local} --local space will use the bones local axis, and global will use the world axis. typically this is used in local to get a sprite pointing down a specific axis of a specific bone. gravity --is what it is. you can set the strength of gravity. minus gravity goes up and positive gravity goes down. speed --the speed at which the particles move in a certain direction. when no direction is specified the sprites go out from the center. acceleration --once the sprite, or sprites are emitted they will pick up speed according to acceleration setting. good to use with other settings such as speed to get more variety. minangle --hard to explain but minangle and maxangle are used to create an area or window for emitting. for instance if minangle="0" and maxangle="45" the emitter will only emit in that range of 45 degrees. maxangle --refer to minangle inheritvelocity --the emitter can inherit the velocity of an object, entity, bone, projectile etc. this setting gives a very dynamic feel to effects but dont set it too high, because the sprites start goin crazy. material --this is where you call your sprite. for example material="/shared/effects/materials/mySprite.material" the path is typically this one but can be specific to any directory. direction --direction is setup in x,y,z. so, to set this correctly use -1 1 or 0. an example would be direction="0 0 1". this will send the sprites in the positive z direction, or in our engine up. -1 would send the sprites in a negative z direction, or in our engine down. directionalspace --{global, local, and i think world works too} world and global will emit according to world axis. local will emit from a specific bone and its local axis which can be very different from the world depending on the animation of said bone. drag --the best way for me to describe drag i guess is to think of it like molasses. it causes the sprites to slow down as if they are fighting through something thick. it doesn't take much to create lots of drag. its typically set around .1 or so. friction --basically the opposite of acceleration. over time friction will decelerate the sprites to a complete stop if its strong enough. bone_a --allows you to name a bone as one of the two points in the twopointtrailemitter. bone_b --allows you to name an additional bone as the second point in the twopointtrailemitter. position_a --since this is a twopointtrailemitter there is a position_a and position_b in case there are no bones to use. this allows you to manually set the point in space. this setting can be used in addition to, or without bone_a. position_b --since this is a twopointtrailemitter there is a position_a and position_b in case there are no bones to use. this allows you to manually set the point in space. this setting can be used in addition to, or without bone_b. offsetsphere --creates a sphere that the emitter can emit from. if the offsetsphere="100 100 100" for instance, the sprites will emit from anywhere within this 100x100x100 sphere. offsetcube --creates a cube that the emitter emits from. same as offsetsphere but in a cube. both are set using x,y,z coordinates. offsetdirection --can be used with offsetradial to give the emitter some depth. like emitting from a donut. offsetradial --creates a circle. the emitter then emits along the circumference of the circle. offsetradialangle --another setting to go with offsetradial. this one can be set anywhere from 0-180 basically makes a cone shape from the point of origin. works almost like a spotlight in max. texpostime --this should be set to same amount of time as the particlelife. so if your particlelife="2000" set textpostime="2000" texposscale --this should be set to 0 texstretchscale --this should be set to 1 typically. subframepose --true, false 0,1 this should be set to true. <trailemitter> owner --was used a lot more before embedding but, is still used to add emitters to models by name. life --gives the emitter a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". count --gives the user control of how many sprites to use no matter what the life and spawnrates are. count="5" will spit out 5 sprites no more no less. timenudge --timenudge is setup in milliseconds, and is an older setting. for the most part delay is better to use. however, in some cases you'll want an emitter to get a head start before the sprites start showing up. in this case you can set timenudge to a minus number and get the emitter goin early. i.e. timenudge="-2000" delay --used to delay the emitting of sprites. delay is setup in milleseconds as well. so, to delay the emitter for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used to loop any emitter with a life. spawnrate --is the amount of particles emitting from the emitter by the second. if spawnrate="25" then 25 sprites will be spit out per second. for trailemitters higher spawnrates look smoother but at a cost in performance. particlelife --is the amount of time the particle will live in milliseconds. minparticlelife and maxparticlelife can be used to get more variety. particletimenudge --i think this is an old setting and pretty sure itsa no worky. particledirectionspace {global, local} --local space will use the bones local axis, and global will use the world axis. typically this is used in local to get a sprite pointing down a specific axis of a specific bone. gravity --is what it is. you can set the strength of gravity. minus gravity goes up and positive gravity goes down. speed --the speed at which the particles move in a certain direction. when no direction is specified the sprites go out from the center. acceleration --once the sprite, or sprites are emitted they will pick up speed according to acceleration setting. good to use with other settings such as speed to get more variety. minangle --hard to explain but minangle and maxangle are used to create an area or window for emitting. for instance if minangle="0" and maxangle="45" the emitter will only emit in that range of 45 degrees. maxangle --refer to minangle inheritvelocity --the emitter can inherit the velocity of an object, entity, bone, projectile etc. this setting gives a very dynamic feel to effects but dont set it too high, because the sprites start goin crazy. material --this is where you call your sprite. for example material="/shared/effects/materials/mySprite.material" the path is typically this one but can be specific to any directory. direction --direction is setup in x,y,z. so, to set this correctly use -1 1 or 0. an example would be direction="0 0 1". this will send the sprites in the positive z direction, or in our engine up. -1 would send the sprites in a negative z direction, or in our engine down. directionalspace --{global, local, and i think world works too} world and global will emit according to world axis. local will emit from a specific bone and its local axis which can be very different from the world depending on the animation of said bone. drag --the best way for me to describe drag i guess is to think of it like molasses. it causes the sprites to slow down as if they are fighting through something thick. it doesn't take much to create lots of drag. its typically set around .1 or so. friction --basically the opposite of acceleration. over time friction will decelerate the sprites to a complete stop if its strong enough. bone --is used to emit from a specific bone. make sure the bone name is correct or the emitter will not work. the names are case sensitive. position --position is setup in x,y,z. if the emitter for example has a bone="headbone" and the position="0 0 50", then the emitter will be positioned 50 above the headbone in the z axis. offsetsphere --creates a sphere that the emitter can emit from. if the offsetsphere="100 100 100" for instance, the sprites will emit from anywhere within this 100x100x100 sphere. offsetcube --creates a cube that the emitter emits from. same as offsetsphere but in a cube. both are set using x,y,z coordinates. offsetdirection --can be used with offsetradial to give the emitter some depth. like emitting from a donut. offsetradial --creates a circle. the emitter then emits along the circumference of the circle. offsetradialangle --another setting to go with offsetradial. this one can be set anywhere from 0-180 basically makes a cone shape from the point of origin. works almost like a spotlight in max. texpostime --this should be set to same amount of time as the particlelife. so if your particlelife="2000" set textpostime="2000" texposscale --this should be set to 0 texstretchscale --this should be set to 1 typically. subframepose --true, false 0,1 this should be set to true. **there are some other settings for the trailemitters and twopointtrailemitters. if you want to get a nice particle fade you can use startparticlecolor, midparticlecolor, endparticlecolor if the sprites are additive. if the sprites are blended then you will want to use startparticlealpha, midparticlealpha, endparticlealpha.** <light> owner --was used a lot more before embedding but, still can be used to add lights to models by name. life --gives the light a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". timenudge --timenudge is setup in milliseconds, and is an older setting. for lights your probably better off just using delay instead. delay --used to delay the light from showing up. delay is setup in milleseconds as well. so, to delay the light for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used anytime to loop any light with a life. bone --is used to emit from a specific bone. make sure the bone name is correct or the emitter will not work. the names are case sensitive. position --position is setup in x,y,z. if the emitter for example has a bone="headbone" and the position="0 0 50", then the emitter will be positioned 50 above the headbone in the z axis. color --should have three numbers ie: color="1 1 1". the order of the numbers is for red green blue (rgb). with lights you can exceed 1 1 1 and do something like 10 5 5 to make the light even brighter. falloffstart --falloffstart works with falloffend. lets say for instance falloffend="75" and falloffstart="74" this will create a sharp light with barely any falloff. if you want a smoother falloff you'll need more range between the two settings. for example set the falloffstart="0" and falloffend="75", and this will create a much smoother falloff. objects close to the light will be brighter then objects further away. hence the name falloff. falloffend --refer to falloffstart... just another thing to note. falloffstart should always be less than falloffend, unless for some reason you want to invert the falloff. **just a note... when using lights remember that there can only be 4 lights at any giving time playing on the screen at once. so be careful when using lights, and make sure the effects look good without them just in case. <beam> owner_a -- owner_a is one end of the beam and owner_b is the other... they can be set to source, target, etc... they can also be set to model names if you have a beam effect between two different models in your effect file. owner_b -- refer to owner_a... bone_a --can be used to have one end of the beam start at a specific bone. make sure the bone name is correct or the beam will not work. the names are case sensitive. bone_b --can be used for the other end of the beam effect, also a specific bone. make sure the bone name is correct or the beam will not work. the names are case sensitive. position_a --if there is no bone to reference you can use the position_a and position_b settings. position_a being one end and position_b being the other. these settings can be used with or without the bone_a or bone_b settings. so, here is an example using position_a with bone_a... say for instance bone_a="headBone" and position_a="0 0 50" then the beam will start 50 units up in the the z axis from the headBone. position_b --refer to position_a... life --gives the beam a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". timenudge --timenudge is setup in milliseconds, and is an older setting. for beams your probably better off just using delay instead. delay --will delay the beam from showing up. delay is setup in milleseconds as well. so, to delay the beam for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used anytime to loop any beam with a life. color --should have three numbers ie: color="1 1 1". the order of the numbers is for red green blue (rgb). alpha --can range from 0-1... ie: alpha=".5" means transparency is at 50%. size --this setting controls the size of the beam. when used with the tile setting size can be very handy in shaping the beam and the sprite its using. tile --is used to repeat the sprite along the beam effect. this setting can be used to create some cool repeating parts. an example of when you might wanna use this setting would be when you want to create chain with several links. the higher you set the number, the more repetition you'll get within the beam effect. frame --used for animated sprites typically set using startframe="0" endframe="1". framespeed is another setting that can be used to make the animated sequence faster or slower. beam effects with animated lighting sprites look pretty cool. param --can be used to create a refraction sprite beam effect. param is used specifically for refraction sprites. basically it sets the strength of the refraction. param is usually set between param=".1" to param="1", but can definately be set higher if you want. keep in mind that when using param and refraction sprites with beams the tile setting doesn't work properly. material --this is where you call your sprite. for example material="/shared/effects/materials/mySprite.material" the path is typically this one but can be specific to any directory. <groundsprite> owner --was used a lot more before embedding... but, still can be used to add groundsprites to models and such by name. bone --adds the groundsprite to a specific bone which it will follow if it's not embedded in another emitter. make sure the bone name is correct or the groundsprite will not show up. the bone names are case sensitive. position --position is setup in x,y,z. however in this case since its a groundsprite the z axis value is insignificant. so, position will be used for x and y values only. life --gives the beam a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". timenudge --timenudge is setup in milliseconds, and is an older setting. for groundsprites your probably better off just using delay instead. delay --will delay the groundsprite from showing up. delay is setup in milleseconds as well. so, to delay the groundsprite for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used anytime to loop any groundsprite with a life. color --should have three numbers ie: color="1 1 1". the order of the numbers is for red green blue (rgb). alpha --can range from 0-1... ie: alpha=".5" means transparency is at 50%.size --this setting controls the size of the groundsprite. size="25", size="1" etc. width --will change the width of the groundsprite... will scale only the width of the groundsprite leaving the height alone. height --will change the height of the groundsprite... will scale only the height of the groundsprite leaving the width alone. scale --you can set scale to whatever you want ie: 1, 50, .5, 10.5 etc. good to use startscale midscale and endscale to get more variety out of the same sprite. scale and size are closely related they are both there to give more control to the user. frame --used for animated groundsprites typically set using startframe="0" endframe="1". framespeed is another setting that can be used to make the animated sequence faster or slower. keep in mind though that groundsprites are expensive on their own, so don't go all crazy with a bunch of animated groundsprites. param --can be used to create a refraction sprite beam effect. param is used specifically for refraction sprites. basically it sets the strength of the refraction. param is usually set between param=".1" to param="1", but can definately be set higher if you want. keep in mind that when using param and refraction sprites with beams the tile setting doesn't work properly. material --this is where you call your sprite. for example material="/shared/effects/materials/myGroundSprite.material" the path is typically this one but can be specific to any directory. **another bit of info... groundsprites are very expensive especially when stacked on top of eachother and large in size, so be careful... if you think it might be an issue you can check your frame rate drops by typing host_drawFPS 1 into the console. <billboard> owner --was used a lot more before embedding... but, still can be used to add billboards to models and such by name. life --gives the billboard a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". timenudge --timenudge is setup in milliseconds, and is an older setting. for billboards your probably better off just using delay instead. delay --will delay the billboard from showing up. delay is setup in milleseconds as well. so, to delay the billboard for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used anytime to loop any billboard with a life. bone --adds the billboard to a specific bone which it will follow if it's not embedded in another emitter. make sure the bone name is correct or the billboard will not show up. the bone names are case sensitive. position --position is setup in x,y,z. if the emitter for example has a bone="headbone" and the position="0 0 50", then the emitter will be positioned 50 above the headbone in the z axis. color --should have three numbers ie: color="1 1 1". the order of the numbers is for red green blue (rgb). alpha --can range from 0-1... ie: alpha=".5" means transparency is at 50%.size --this setting controls the size of the groundsprite. size="25", size="1" etc. pitch --is used to rotate sprite along the x axis... typically, this one is used with lockup and lockright set to true, and pitch set to 90 to make the sprite flat or parallel to the ground. yaw --is used to rotate along the z axis. roll --is used to rotate along the y axis. * you can add speed to yaw, pitch and roll to get the sprite to spin along said axis. for instance yawspeed="360" will make the sprite spin 360 degrees along the z axis according to how long the life is. size --this setting controls the size of the beam. when used with the tile setting size can be very handy in shaping the beam and the sprite its using. width --will change the width of the groundsprite... will scale only the width of the groundsprite leaving the height alone. height --will change the height of the groundsprite... will scale only the height of the groundsprite leaving the width alone. scale --you can set scale to whatever you want ie: 1, 50, .5, 10.5 etc. good to use startscale midscale and endscale to get more variety out of the same sprite. scale and size are closely related they are both there to give more control to the user. frame --used for animated billboards typically set using startframe="0" endframe="1". framespeed is another setting that can be used to make the animated sequence faster or slower. param --can be used to create a refraction sprite. param is used specifically for refraction sprites. basically it sets the strength of the refraction. param is usually set between param=".1" to param="1", but can definately be set higher if you want. depthbias --a minus depthbias will bring the sprite closer to the camera, and a positive depthbias will move the sprite away from the camera. lockup --true, false 0,1 locks the sprite up. lockright --true, false 0,1 locks the sprite right. both lock settings are used to isolate or control the sprite. when both are set to true and pitch is set to 90 the sprite is locked parallel to the ground. turn --true, false 0,1 allows sprites to turn with entity. used mostly with embedded models inside simpleemitters to turn correctly with projectile. flare --true, false 0,1 material --this is where you call your sprite. for example material="/shared/effects/materials/mySprite.material" the path is typically this one but can be specific to any directory. directionalspace --{global, local, and i think world works too} world and global will emit according to world axis. local will emit from a specific bone and its local axis which can be very different from the world depending on the animation of said bone. <model> name --allows you to name the model... this was used a lot before we were able to embed effects. but, still can be used with the owner setting on emitters to add particles, billboards, etc. to the model by name. owner --was used a lot more before embedding... but, still can be used to add models to other models and such by name. life --gives the model a lifetime. life is setup in milliseconds. so, if u need it to last 5 seconds set the life="5000". timenudge --timenudge is setup in milliseconds, and is an older setting. for models your probably better off just using delay instead. delay --will delay the model from showing up. delay is setup in milleseconds as well. so, to delay the model for 2 seconds set delay="2000". loop --true, false 0,1 is often used in state.effects. but, can be used anytime to loop any model with a life. directionalspace --{global, local, and i think world works too} world and global will emit according to world axis. local will emit from a specific bone and its local axis which can be very different from the world depending on the animation of said bone. bone --adds the model to a specific bone. make sure the bone name is correct or the model will not show up. the bone names are case sensitive. position --position is setup in x,y,z. if the model for example has a bone="headbone" and the position="0 0 50", then the model will be positioned 50 above the headbone in the z axis. color --should have three numbers ie: color="1 1 1". the order of the numbers is for red green blue (rgb). alpha --can range from 0-1... ie: alpha=".5" means transparency is at 50%.size --this setting controls the size of the groundsprite. size="25", size="1" etc. pitch --is used to rotate sprite along the x axis... typically, this one is used with lockup and lockright set to true, and pitch set to 90 to make the sprite flat or parallel to the ground. yaw --is used to rotate along the z axis. roll --is used to rotate along the y axis. * you can add speed to yaw, pitch and roll to get the sprite to spin along said axis. for instance yawspeed="360" will make the sprite spin 360 degrees along the z axis according to how long the life is. scale --you can set scale to whatever you want ie: 1, 50, .5, 10.5 etc. good to use startscale midscale and endscale to get more variety out of the model. scale and size are closely related they are both there to give more control to the user. model --this is where you'll call the model... for example model="model/model.mdf". the path can be specific to any directory. skin material anim parentmodel parentskeleton <tracer> owner_a owner_b bone_a bone_b position_a position_b life timenudge delay loop color alpha width length speed acceleration taper tile frame param material <sound> *owner life timenudge delay loop bone position falloff volume pitch sound2d soundloop fadein fadeoutstarttime fadeout speed1 speed2 speeduptime slowdowntime <precipemitter> owner life count timenudge delay loop spawnrate particlelife particletimenudge gravity speed acceleration minangle maxangle inheritvelocity material direction directionalspace drag friction drawdistance collide <terrainemitter> owner life count timenudge delay loop spawnrate particlelife particletimenudge gravity speed acceleration minangle maxangle inheritvelocity material direction directionalspace drag friction range collide <modifier> name life timenudge delay loop color alpha material
  45. 5 points
    == HoN OMG - Before the Storm == Twitch stream is live: HoN OMG is hosting a 5v5, Single Elimination Tournament from May 9 - 10, 2020. Frostburn Studios is now one of the official sponsors for this tournament (and likely more future tournaments to come). Sign up quickly as there are only 8 full teams allowed! For full details & the signup process, please visit the long URL. ___ Long URL (as a reference so that you know you are going to the right web page): https://www.toornament.com/en_US/tournaments/3530494214430965760/information Disclaimer: this tournament is organized independently & not associated with tournaments that have different tournament organizers. However, the timing of this tournament was organized such that it will not interfere with other HoN Tournaments officially sponsored by Frostburn Studios.
  46. 5 points
    Wow, 10 years... I started playing in 2011, when I was at the lowest point of my life, I had nothing. Quite literally my only possession was a laptop I had gotten for my birthday. I randomly discovered HoN, got hooked and spent hours and hours and hours playing day and night, it was the one way I had to forget it all and really get immersed in something else. I introduced one of my roommates to it and we would play together all night long with our shitty laptops and terrible connection in the 1200s bracket. Not a cent in my pocket but honest to god the best nights of my life and some unforgettable laughs. Today I'm a new person, I've recovered and moved on, I have a job, I'm a functioning adult. I still play and always will until they shut off the last server, then I'll play with bots. I know it's just a game but I have some great memories tied to it and I associate it to life events in my head. I remember when I started playing free heroes would rotate, and you had to purchase them individually to unlock them. Plague Rider was the most recommended one for beginners because it only cost 90 silver IIRC and it was a very simple and solid hero. What a nostalgia trip. Apologies for the cringey rant and have a great HoNiversary everyone. I'll play till my eyes bleed
  47. 5 points
    Welcome to Heroes of Newerth 1v1 tournament hosted by Knez&HoNR Staff members. Officially supported&sponsored by Frostburn Studios. This is a Solo Same Heroes tournament. DETAILS: Game modes details: 1. No leavers 2. Private Game 3. Verified Only 4. No Power-Ups 5. Tournament Rules Registration starts: 2020/04/28/09:00 CEST Registration ends: 2020/05/02/13:00h CEST Note: You are free to buy any items, go back to base and refresh, farm neutral creeps and use courier as you like. RULES: 1. Please be respectful to your host and other participants. If any malicious behavior is reported, you will be removed from the tournament. 2. Please be on time for your registration and for the actual tournament. You (and your team) will be disqualified on no-show. 3. You and all of your teammates must be registered to qualify for the event. 4. You can play in this tournament only if your registered and in-game names match, otherwise you will be disqualified. 5. You need to be part of our discord and have a role "Heroes of Newerth Reborn" in order to register. 6. No Mods allowed, please disable/delete all mods you have before you join the game! 7. All games are single elimination, only finals is best of 3. PRIZE: Winner: 700 Gold Coins + 15$ + unique 1v1 champion role. Second place: 15$ Use the link bellow to see more&register. https://www.game.tv/tournaments/HoNR-1v1-Tournament-20200502-1800-CEST--6d3ee127c6424a9ba86d1ae1a60ef448 Live-stream of tournament here: https://www.twitch.tv/knezlazar95
  48. 5 points
    Hello, You can see why you were suspended and appeal it here This is not the place for that. Cheers
  49. 5 points
    HoN Mod Manager (download link): https://www.dropbox.com/s/9kd14q7ncoa4lha/ModManager.zip?dl=1 ___________________________________________________________________ HoN Mod Manager is a program needed for ".honmod" files to work. 1) Extract files. 2) Place all your mods (.honmod files) into the "Heroes of Newerth\game\mods" folder. If there is no "mods" folder - create one. 3) Run HoN_ModMan.exe as administrator. It can ask you for the HoN folder - select the folder with hon.exe file. 4) Enable the mods you want. 5) Apply mods ("File -> Apply Mods" or Ctrl+S). To update a mod press right click on it -> "Update this Mod" (or Ctrl+U). You can update all mods with "File -> Download Mod Updates" (or Ctrl+Shift+U). Some mods do not support update through Mod Manager. - Credits to @EngineerT for providing the file & instructions!
  50. 5 points
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