DUXPLIMA Documentation

Trail

The line of particles behind the arrow in flight, how smooth it is, and what it costs.

trail {
  enabled  = true
  particle = "END_ROD"
  count    = 2
  offset   = 0.0
  speed    = 0.0
  tick-ms  = 100
  give-up-after-ms = 30000
}
KeyDefaultWhat it does
enabledtrueDraw the trail at all
particle"END_ROD"The particle, and for one that needs it, its data after a space: "dust #00ff00" for a coloured dust, "block oak_log" for a block
count2Particles drawn at each point; 0 or more
offset0.0How far they spread around the point, in blocks; 0 or more
speed0.0The particle's own speed; 0 or more
tick-ms100Milliseconds between two points of the line; more than 0. Read at start only
give-up-after-ms30000Stop drawing an arrow the plugin never saw land; more than 0. Read at start only

How the line is drawn

One task draws every arrow in flight, every tick-ms, at the point where each arrow is at that moment. The gap between two points is the arrow's speed times tick-ms, so a lower value is a smoother line and more work; at the shipped 100 an arrow leaves a dotted line, and an arrow that lands within the first tick leaves none. The cost grows with the number of arrows in the air, not with the number of players.

An arrow that leaves the loaded chunks, or that another plugin removes, never lands. give-up-after-ms stops drawing it after 30 seconds rather than for as long as the server runs.

Notes

  • A particle name the server does not know draws nothing, and is not tried again until the next start.
  • tick-ms and give-up-after-ms need a restart. The drawing task is made once, at start; a reload reads the particle, count, offset, speed and the switch.
  • The trail is not an effect line. The departure and arrival particles are written in Effects.

Related: Shooting, config.conf