Multi Sploder

Programable particle effects generator, dynamically configurable, remotely programable and drum moveable.

Effects patterns can be pre-loaded form an effects server allowing simple set up. The emitters can emit audio as part of a particle effect or as a’stand alone’ audio.


Sploder Commands

Originally called the effects emitter

M ulti sploder organises and places multiple emitter prims.  The prime can be organised linearly or in circle arcs.

Once placed the emitters can generate multiple effects in several styles all with variable firing interval, firing sequence, burn time, power.

Command format

Commands must be terminated by a semi colon ;. Multiple command can be issued on a single line, in which case they will press in sequence. A sequence of commands is preceded by the name or names of the splicer they are destined for, for example:

/996E1:E2 play;
will send “play” to E1 and E2

* will select all effects sploders on that channel.

Build and placement commands


Builds the effect emitters according to the current parameters


Positions the emitters according to the current set parameters


Removes any existing effects emitters


Sets the effect emitter orientation


Set the placement to be either LINEAR or CIRCULAR. For example

/996* mode LINEAR;place;


For circular arrangements, position the centre of the emitter arc.


For cirular arrangments, set the emitter placment curvature.


Tuning commands

The tuning commands adjust the globe, gravity, height and density of the selected effect. Adjustments are relative to a base value defined in the effect.  Adjustments greater than 1 increase this while adjustments less than one will reduce it.

<tuning> = glow | gravity | height | density |
<adjustment> = typically a number around 1

<tuning> <adjustment>;

for example,

/996* density 0.9;


Fire there current effect, i.e. make it happen


Set the firing order for subsequent effects.

<prim> = a prim number
<group> = <prim> *[ . <prim> ]*
<pattern> = <group> *[ | < pattern> ]*

play <pattern>;

where groups fire simultaneously and patterns fire in sequence, for example

/996* play 1.2.3 | 4.5.6, 1 2 3;
will fire together then 3 4 5 will fire together


Style sets the base style of the particle effect. Current styles are

  • FIRE
  • BLUE
  • <TBA>

A style is used as a base and then modified by other commands to die your desired result, for example:

/996* style fire;burn 3;height 2;go;


Interval sets the delay time being firing pattern groups. The time is set in seconds, for example

/996* interval 1.0;


Burn sets the burn time for the particle effect, i.e. the length of time the effect will be active for. For example

/996* burn 5.0;


Scale sets the overall scale of the effect, a value of 1 will play the effect as its defined. Values greater than 1 will increase the size of the particle effect, values less than one will reduce it.

Increase the scale for large scale effects otherwise the effect may not be properly visible. It can be reduced for small scale effects.

For example

/996* scale 0.9;


Abort the current firing pattern.


Execute a server preloaded setup, for example:

/996 * exec closingFireworks;


Audio plays an audio file using the play (firing pattern) and interval settings.

audio <asset key of audio file>;


Play controls the firing sequence of the emitter for a particle effect:

play <firing pattern>
where firing pattern is a sequence of emitter link numbers separated by either a . (dot) or a | (bar).Dot separated emitters fire together, | separated emitters fire in sequence, at the rate set by the interval command, for example:

play 1.2|2.3|3.4;
would fire emitters 1 and 2, then wait, then fire emitters 2 and 3, and wait, then fire emitters 3 and 4.