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lgls

rail script

Mar 29th, 2012
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  1.  
  2. weapon/rail/trail {
  3. if(enemy) {
  4. color 1 0 0
  5. }
  6.  
  7. size r_railCoreWidth*2.75
  8. shader railCore
  9. emitter cg_railTrailTime * 0.001 {
  10. colorFade 0
  11. Beam
  12. }
  13.  
  14. color 1 1 1
  15. size r_railCoreWidth*0.5
  16. shader railCore
  17. emitter cg_railTrailTime * 0.001 {
  18. colorFade 0
  19. Beam
  20. }
  21.  
  22. pushparent color2
  23. pop color
  24. shader railDisc
  25.  
  26. t0 dir
  27. normalize dir
  28. perpendicular dir v0
  29. scale v0 v0 4
  30. size 1.1
  31.  
  32.  
  33. t1 rand*360
  34.  
  35. repeat ( t0 / 0.5 ) {
  36. rotatearound v0 dir v1 t1
  37. t1 t1 + 20
  38. addScale v1 dir origin loop * t0
  39. add parentOrigin origin origin
  40. emitter 0.8+loop {
  41. addScale origin v1 origin lerp * 0.8
  42. colorFade 0.7
  43. Sprite
  44. }
  45. }
  46. }
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