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<h4 class="subsubsection"> 3.1.4.3 Special Effects </h4>

<p>These commands exercise various features and are useful for gaining experience
with what Crystal Space is capable of.
</p>
<p>They are listed alphabetically except where it makes more sense to group them
together.
</p>
<dl compact="compact">
<dt> <code>addbot value</code></dt>
<dd><p>Add a <em>bot</em> at specified distance.  This is a sprite that moves randomly
through the map.
</p>
</dd>
<dt> <code>delbot</code></dt>
<dd><p>Delete the most recently added bot.
</p>
</dd>
<dt> <code>explosion name</code></dt>
<dd><p>Add a particle system simulating an explosion.  The parameter for this command
is the texture to use for the particles.
</p>
</dd>
<dt> <code>fire [<kbd>SPACE</kbd>]</code></dt>
<dd><p>Fire a missile in the direction that you are looking.  The missile will explode
when it hits a wall.  The missile is a moving light and a particle system.
</p>
</dd>
<dt> <code>fountain name, num</code></dt>
<dd><p>Add a particle system simulating a fountain.  The two parameter for this
command are the texture to use for the particles and the number of particles.
The default number of particles is 400.
</p>
</dd>
<dt> <code>flame name, num</code></dt>
<dd><p>Add a particle system simulating a fire.  The two parameter for this command
are the texture to use for the particles and the number of particles.  The
default number of particles is 200.
</p>
</dd>
<dt> <code>lightning Boolean [<kbd>Control-L</kbd>]</code></dt>
<dd><p>If this is set, simulated lightning will flash randomly.
</p>
</dd>
<dt> <code>portal name</code></dt>
<dd><p>Create a new region with the given name and load the same named level into that
region.  Then create a portal on the spot you are standing to the start
position of the new level and back.
</p>
</dd>
<dt> <code>rain texture, num, speed</code></dt>
<dt> <code>frain texture, num, speed</code></dt>
<dd><p>Add a particle system simulating rain.  The three parameter for this command
are the texture to use for the particles (<tt>&lsquo;raindrop.png&rsquo;</tt> is good and is
also the default), the number of particles and the speed (in meter per second).
The default number of particles is 500 and the default speed is 2.  All
parameters are optional.  Frain is as rain, but last parameter to
<samp>&lsquo;add_particles_rain&rsquo;</samp> is true, not false
</p>
</dd>
<dt> <code>snow name, num, speed</code></dt>
<dd><p>Add a particle system simulating snow.  The three parameter for this command
are the texture to use for the particles (<tt>&lsquo;snow.png&rsquo;</tt> is good and is also
the default), the number of particles and the speed (in meter per second).  The
default number of particles is 500 and the default speed is 0.3.  All
parameters are optional.
</p>
</dd>
<dt> <code>spiral name</code></dt>
<dd><p>Add a particle system simulating an spiral.  The parameter for this command is
the texture to use for the particles.  Experimental.
</p>
</dd>
<dt> <code>fs_inter amount,length [<kbd>F4</kbd>]</code></dt>
<dd><p>Toggle a fullscreen interference mode.
</p>
</dd>
<dt> <code>fs_fadeout [<kbd>F5</kbd>]</code></dt>
<dd><p>Cause a full image fadout, to the colour specified by fs_fadecol.
</p>
</dd>
<dt> <code>fs_fadecol r,g,b</code></dt>
<dd><p>Set fadeout colour. Default is red.
</p>
</dd>
<dt> <code>fs_fadetxt name [<kbd>F6</kbd>]</code></dt>
<dd><p>Set fadeout texture to name of material, which must be one already loaded.
(use <samp>&lsquo;spark&rsquo;</samp> for a good example).
</p>
</dd>
<dt> <code>fs_red</code></dt>
<dt> <code>fs_green</code></dt>
<dt> <code>fs_blue</code></dt>
<dt> <code>fs_whiteout</code></dt>
<dd><p>Toggle a full image fadeout to red, green, blue or white.
</p>
</dd>
<dt> <code>fs_shadevert tr,tb,tg,br,bb,bg</code></dt>
<dd><p>Toggle a fullscreen shading effect which is added to the 3D view using
add-blending-mode.  The parameters are (r,g,b) for the top and (r,g,b) for the
bottom of the screen.  Default is red to blue.
</p></dd>
</dl>

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