I messed around a bit with this just to see what can be done.
So I created this little piece of code
global particle_x;
global particle_y;
while(true)
{
particle_x=Random(70, 160);
particle_y=Random(270, 360);
this.SkipTo(particle_x, particle_y);
this.AlphaColor=RGB(255, 255, 255, 160);
Sleep (10);
particle_x=Random(70, 160);
particle_y=Random(270, 360);
this.SkipTo(particle_x, particle_y);
this.AlphaColor=RGB(235, 235, 235, 160);
Sleep (15);
}
Attached to a 1*1 pixel entity...
just to see what can be done with particles...
it looks ok on a black background,
but can hardly be seen on brighter ones.
The problem is, that if you make it too transparent, you can't even see it if the background's not too dark.
And if you make it less transparent, it looks kind of squary.
Ok, so what this simple script does is move the particle to a random x coordinate,
and changes it's transparency and RGB color.
in "this.AlphaColor=RGB(235, 235, 235, 160);"
the (235, 235, 235... is red green and blue, and 160 is transparency, 0 completely transparent and 255 not even a little bit transparent.
So if you change the Sleep(x milliseconds) and the area x and y,
and if you add more particles with this same script, you've got...
at least something.
The second problem with this is if you want the area to be, say, a circle or a triangle.
So we really need something better. This is just for starters.
There.