Custom muzzle flash effect: Not as such. You can turn off the muzzle flash using muzzleFlash: false.
The shotEmitter is a particle emitter that spawns particles on the shot, e.g smoke. The exhaust is a particle emitter that fires particles out of the back of the shot, e.g the exhaust of a rocket. You can look at ROCKETS.json for an example.
Exhaust values:
type: Particle type to spawn, see the Particle data values.
p: Probability of spawning, per millisecond.
backOffset: Number of pixels by which the spawn point is offset to the back from the center. So if the projectile is 30 pixels long, setting this to 15 spawns the particles at the back end of the projectile.
angleRange: The size of possible angles at which the particles are emitted, in radians. If this is set to 0, the particles come out pointing directly away from the direction of travel. If it's set e.g to pi / 2, the particles are emitted in a 90 degree cone.
randomOffset: A random x and y offset applied to the spawn point, in pixels. If this is set to 0, all particles are emitted at the same point. If it's set to e.g 4, the particles are emitted anywhere in a 4x4 square. Basically, make this as wide as the thickness of the projectile.
speedMin and speedMax: The particles are emitted at a random speed between these two values. Note that as with all speeds, this is in pixels per millisecond, so a speed of 1.0 is 1000 pixels per second.
Warrant Officer
So I'm now getting into modding weapons and I have to say, Using particles is ANNOYING. So here are several questions regarding the use of particles.
Aerial Emperor
Custom muzzle flash effect: Not as such. You can turn off the muzzle flash using muzzleFlash: false.
The shotEmitter is a particle emitter that spawns particles on the shot, e.g smoke. The exhaust is a particle emitter that fires particles out of the back of the shot, e.g the exhaust of a rocket. You can look at ROCKETS.json for an example.
Exhaust values: