Has to be attached to something that has a velocity in order to be visible. It basically draws a trail behind the path of the entity in motion.
Billboard: This determines whether or not the trail effect is facing the camera, or the direction it faces when it created.
Blending: Determines the kind of transparency that the trail will render with. Possible values are:
0: No blending
1: Alpha blend
2: Additive blend
3: Multiply blend
4: AdditiveAlpha(AA)
ColourHead: Determines the RBGA value for the color of the head of the trail.
ColourTail: Determines the RBGAcolour for the tail of the trail.
DeathRate: Determines the length of time it takes for the trail to “catch up” to the object. The number entered is the number of seconds that it takes for the end of the tail to begin following it’s creator after it’s creator begins moving.
Detail_From: The effect is displayed from this detail level to the Detail_To detail level.
Detail_To; The effect is displayed to this detail level from the Detail_From detail level.
Duration: The amount of time the trail exists before disappearing.
FadeOutTime: The percentage of the trail’s duration where it will begin to fade out. Possible values are 0 to 1. i.e. A trail with a duration of 10 seconds, and a FadeOutTime of .5, will begin to fade away after 5 seconds, and have completed fading away 5 seconds later (10 seconds from it’s creation).
Length: The length of the trail. Possible values are .01 to 5. Can be animated.
LengthEpsilon: Possible values are 0 to 1. Determines the randomness of the trail’s length.
Texture: Determines the texture to be used for the trail effect.
Width: The width of the trail effect. The possible values are .01 to 100. Can be animated.
WidthEpsilon: Possible values are 0 to 1 (0–100%). Determines the randomness of the trail’s width.