
Untitled
By: a guest on Nov 12th, 2010 | syntax:
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weapon/rail/trail {
copy dir v3
t0 v3
normalize dir
perpendicular dir v0
scale v0 v0 1
t1 360
shader iceBall
repeat ( t0 / 1 ) {
red 0.65 + 0.15 * loop
green 0.65 + 0.15 * loop
blue 1
size 2 + rand * 0.5
rotatearound v0 dir v1 t1
t1 t1 + 200.1
addScale v1 dir origin loop * t0
add parentOrigin origin origin
origin0 origin0 + crand * 3
origin1 origin1 + crand * 3
origin2 origin2 + crand * 3
velocity0 crand * ( loop - 1.5 ) * 4
velocity1 crand * ( loop - 1.5 ) * 4
velocity2 crand * ( loop - 1.5 ) * 4
emitter 0.75 + loop * t1 * 0.000025 {
moveGravity 0
colorFade 0
Sprite
}
}
scale v0 v0 0.25
t1 360
alpha 1
color 1 1 1
shader sunFlare
repeat ( t0 / 2.5 ) {
rotatearound v0 dir v1 t1
t1 t1 + 300.1
addScale v1 dir origin loop * t0
add parentOrigin origin origin
origin0 origin0 + crand
origin1 origin1 + crand
velocity0 crand * ( loop - 1.5 ) * 1.5
velocity1 crand * ( loop - 1.5 ) * 1.5
emitter 1.3 + loop * t1 * 0.00003 {
size 1.5 + 0.25 * rand * lerp
moveGravity 0
colorFade 0
alphaFade 0
Sprite cullNear
}
}
}
weapon/rail/impact {
vibrate 30
sound sound/weapons/plasma/plasmx1a.wav
rotate rand * 360
shader railExplosion
model models/weaphits/ring02.md3
emitter 0.6 {
dirModel
}
alpha 0.75
color 0.5 0.5 1
shader flareShader
repeat 25 {
random velocity
scale velocity velocity 150 + rand * 50
size 2 + rand * 1.5
emitter 1 + rand * 0.5 {
moveBounce 400 0.75
colorFade 0.75
Sprite
}
}
}