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Documentation Index

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BestClient ships four distinct particle systems that add ambient life and visual flair to your game session without requiring any external mods or asset packs. Magic Particles scatter small glowing sparks around your tee. 3D Particles fill the game world with depth-sorted cubes, hearts, or a mix of both. Orbit Aura wraps orbiting particles around your character. Crystal Laser replaces the plain beam of the rifle and shotgun with a shard-and-glow crystal effect. Every system is independently toggled and fully tunable.

Magic Particles

Magic Particles emit small glowing sparks that radiate outward from your tee at a configurable radius. They can be set to different visual types and spawn counts to create effects ranging from a subtle twinkle to a dense magical burst.
bc_magic_particles 1
bc_magic_particles
int
default:"0"
Master toggle for Magic Particles. Set to 1 to spawn sparks around your tee. Default: 0 (disabled).
bc_magic_particles_radius
int
default:"60"
Radius in game units within which sparks are spawned around your tee’s origin. Default: 60.
bc_magic_particles_size
int
default:"4"
Visual size of each individual spark particle. Default: 4.
bc_magic_particles_alpha_delay
int
default:"30"
Time in ticks before a spark begins fading out after it is spawned. Lower values produce more ephemeral flashes. Default: 30.
bc_magic_particles_type
int
default:"1"
Visual shape/type of each spark. Different values correspond to different sprite styles. Default: 1.
bc_magic_particles_count
int
default:"20"
Number of sparks spawned per emission cycle. Higher values create a denser effect at the cost of GPU overhead. Default: 20.

3D Particles

3D Particles are depth-sorted ambient objects — cubes, hearts, or a mix — that float through the game world around the camera. They react to your tee’s movement via a configurable push radius and strength, collide with each other, and support both custom and random color modes.
bc_3d_particles 1
bc_3d_particles_type 1
bc_3d_particles_count 60
bc_3d_particles
int
default:"0"
Master toggle for 3D Particles. Default: 0 (disabled).
bc_3d_particles_type
int
default:"1"
Shape of 3D particles. 1 = Cube, 2 = Heart, 3 = Mixed (alternates between cube and heart). Range: 1–3. Default: 1.
bc_3d_particles_count
int
default:"60"
Total number of active 3D particles in the world at once. Range: 1–200. Default: 60.
bc_3d_particles_size_min
int
default:"3"
Minimum size of a spawned particle. Each new particle picks a random size between size_min and size_max. Range: 2–200. Default: 3.
bc_3d_particles_size_max
int
default:"8"
Maximum size of a spawned particle. Range: 2–200. Default: 8.
bc_3d_particles_speed
int
default:"18"
Base movement speed of particles. Range: 1–500. Default: 18.
bc_3d_particles_depth
int
default:"300"
Z-depth range over which particles are distributed, creating the 3D parallax effect. Higher values spread particles further in depth. Range: 10–1000. Default: 300.
bc_3d_particles_alpha
int
default:"35"
Base opacity of particles, expressed as a percentage (1–100). Range: 1–100. Default: 35.
bc_3d_particles_fade_in_ms
int
default:"400"
Duration in milliseconds over which a newly spawned particle fades in. Range: 1–5000. Default: 400.
bc_3d_particles_fade_out_ms
int
default:"400"
Duration in milliseconds over which a dying particle fades out. Range: 1–5000. Default: 400.
bc_3d_particles_push_radius
int
default:"120"
Distance in game units at which the player’s movement begins pushing nearby particles. Range: 0–1000. Default: 120.
bc_3d_particles_push_strength
int
default:"120"
How strongly the player’s velocity displaces particles within the push radius. Range: 0–2000. Default: 120.
bc_3d_particles_collide
int
default:"1"
When 1, particles bounce off each other. Set to 0 for better performance with high counts. Default: 1.
bc_3d_particles_view_margin
int
default:"120"
Extra margin in game units outside the visible area before a particle is culled and recycled. Range: 0–1000. Default: 120.
bc_3d_particles_color_mode
int
default:"1"
Color assignment mode. 1 = Use the custom color set in bc_3d_particles_color. 2 = Assign each particle a random color on spawn. Range: 1–2. Default: 1.
bc_3d_particles_color
color
default:"0xFFFFFFFF"
RGBA color of particles when bc_3d_particles_color_mode is 1. Supports alpha channel. Default: white, fully opaque.
bc_3d_particles_glow
int
default:"0"
When 1, renders a soft glow halo around each particle. Default: 0.
bc_3d_particles_glow_alpha
int
default:"35"
Opacity of the glow halo (1–100). Active only when bc_3d_particles_glow 1. Range: 1–100. Default: 35.
bc_3d_particles_glow_offset
int
default:"2"
Size offset of the glow halo relative to the particle body. Higher values create a larger halo. Range: 1–20. Default: 2.
The Optimizer setting bc_optimizer_disable_particles 1 will suppress all BestClient particle systems, including 3D Particles, for maximum frame rate.

Orbit Aura

Orbit Aura places a ring of particles that continuously circle your tee like electrons around an atom. The ring can enter an idle state after a configurable timer, gradually dimming or stopping until you move again.
bc_orbit_aura 1
bc_orbit_aura_radius 60
bc_orbit_aura_particles 8
bc_orbit_aura_speed 80
bc_orbit_aura
int
default:"0"
Master toggle for Orbit Aura. Default: 0 (disabled).
bc_orbit_aura_radius
int
default:"60"
Radius of the orbit ring in game units. Default: 60.
bc_orbit_aura_particles
int
default:"8"
Number of particles evenly spaced around the orbit ring. Default: 8.
bc_orbit_aura_alpha
int
default:"80"
Opacity of orbiting particles (0–100). Default: 80.
bc_orbit_aura_speed
int
default:"60"
Rotational speed of the orbit ring. Higher values spin the ring faster. Default: 60.
bc_orbit_aura_idle
int
default:"0"
When 1, enables idle behaviour: the orbit aura dims or pauses after the player has been still for bc_orbit_aura_idle_timer milliseconds. Default: 0.
bc_orbit_aura_idle_timer
int
default:"3000"
Time in milliseconds of inactivity before the idle state activates (requires bc_orbit_aura_idle 1). Default: 3000.

Crystal Laser

Crystal Laser is a single-toggle replacement for the standard rifle and shotgun beam rendering. When enabled, lasers are drawn with a crystalline shard geometry and a surrounding icy glow instead of a plain line, making them visually distinct at a glance.
bc_crystal_laser 1
bc_crystal_laser
int
default:"0"
Replaces rifle and shotgun laser beams with a crystal-shard and icy-glow rendering style. Set to 1 to enable. Default: 0 (disabled).
Crystal Laser can be toggled at runtime from the console without reconnecting to a server — just type bc_crystal_laser 1 while in-game.

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