1 • Start with a preset
Pick flare feet, flame feet, smoke, mist, or a gate preset. Apply it to the active area or add it as a new area, then replace the coordinates.
Build and tune individual effect areas while the live map, side profile, performance estimate, and validation engine update with every change.
Select an area or create a new one.
Create a fresh area, add a preset, or import an existing cfgeffectarea file to begin.
Generate lines, circles, grids, gate pairs, and spirals of effect areas from one template. Preview the result before adding anything to the project.
Locked areas are never modified. Generated names are made unique automatically.
0 areas ready
A larger collection of player effects, smoke zones, gates, markers, mist, fire, and experimental combinations built from the attached reference names and test JSON.
Search every TriggerType, ParticleName, and PPERequesterType from the attached reference file. Sample usage counts show which values appear in the provided test configuration.
Import, edit, validate, clean, copy, and export a final Areas-only cfgeffectarea file. SafePositions from imports are detected but intentionally omitted.
0 included areas • pretty format
The forge separates the world particle, the larger player surround particle, and the tiny close-player particle so you can understand exactly which slot is producing an effect. The supplied sample contains 17 areas and 55 SafePositions; this tool imports the areas and removes the SafePositions from every final export.
Pick flare feet, flame feet, smoke, mist, or a gate preset. Apply it to the active area or add it as a new area, then replace the coordinates.
Use a small trigger first. Large radii, very low particle spacing, several inner rings, and many vertical layers can create a much heavier setup.
The estimate approximates ring positions from radius and spacing. It is deliberately labeled as planning guidance because the game engine remains the final test.
Fix duplicate names, missing values, unknown reference names, impossible geometry, map-bound warnings, and unusually heavy area estimates.
Download a Stella project backup and keep your server’s original cfgeffectarea file before replacing anything.
Upload the final Areas-only JSON, restart the server, enter the trigger, and record which world, around-player, tiny-player, and PPE parts actually render.
Every standard field exposed by this studio.
| AreaName | Friendly identifier for the area. Use a unique name for every entry. |
| Type | Effect-area class. The attached examples use SpookyArea. |
| TriggerType | Trigger class. The attached examples use EffectTrigger; the library includes every supplied reference name. |
| Data.Pos | Three-number world position: X, Y/elevation, Z. |
| Radius | Horizontal radius of the trigger and ring layout. |
| PosHeight / NegHeight | Vertical reach above and below the configured Y position. |
| InnerRingCount | Number of inner particle rings. |
| InnerPartDist | Spacing between positions on inner rings. Lower spacing generally means more positions. |
| OuterRingToggle | 1 enables the outside particle ring; 0 disables it. |
| OuterPartDist | Spacing between positions around the outside ring. |
| OuterOffset | Additional outer-ring offset retained for experimentation. |
| VerticalLayers | Number of extra particle layers stacked vertically. |
| VerticalOffset | Spacing between vertical layers. |
| ParticleName | World / ring particle stored under Data. |
| AroundPartName | Larger particle attached around a player while inside the trigger. |
| TinyPartName | Close player particle commonly used for feet-style combinations. |
| PPERequesterType | Player screen overlay applied while inside the effect area. |