nope, none. You could use a .res file to force the client to download it but its not likely to happen and it would only work after the fist time they played the map, and then on top of that you'd have to overwrite the particles_manifest file and doing that might screw up any experiments that person was doing with particles or if another mapper had done the same.Hmm is there anyway to get NON TF2 particle effects into the map?
Try finding out what the pyro's flamethrower effect is called I've heard that looks good. And no, you can't use ones from EP2 because thats against valves EULABecause there really is no small flame effects that i know of, and if i use a EP2 effect or any other effect it doesn't show up.
prop_detail doesn't work in TF2, you'll have to use static or dynamic instead
you can use info_particle_system to get the particles, you'll need to know the name of the particle you want to use and simply put the name into the keyvalue, set it to start on and it will work.
However you can't use custom particles or any particle that isn't already in TF2 since you can't zip them into the map successfully.
You can't???
I've heard people saying you can using pakrat. At least custom particles works on my map but only because I've modified my own particle manifest. So even using pakrat you won't be able to do it?
nope, none. You could use a .res file to force the client to download it but its not likely to happen and it would only work after the fist time they played the map, and then on top of that you'd have to overwrite the particles_manifest file and doing that might screw up any experiments that person was doing with particles or if another mapper had done the same.
Try finding out what the pyro's flamethrower effect is called I've heard that looks good. And no, you can't use ones from EP2 because thats against valves EULA
flamethrowerTry finding out what the pyro's flamethrower effect is called