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WCQL FX

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Mar 22nd, 2013
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  1. weapon/rocket/flash {
  2.  
  3. color 1 0.75 0
  4. size 300 + rand * 32
  5. Light
  6. }
  7.  
  8. weapon/rocket/projectile {
  9.  
  10. // world glow
  11.  
  12. color 1 0.5 0.1
  13. size 100
  14. Light
  15.  
  16. // model
  17.  
  18. loopSound sound/weapons/rocket/rockfly.wav
  19. size 1.2
  20. model models/ammo/rocket/rocket.md3
  21. rotate time * 1000 / 4
  22. dirModel
  23.  
  24. // 4x twisting flame
  25.  
  26. t0 180 / pi
  27. t1 cos( t0 * time * pi * 2 )
  28. t2 sin( t0 * time * pi * 2 )
  29.  
  30. normalize dir v2
  31. inverse v2
  32. perpendicular dir v0
  33. cross v2 v0 v1
  34.  
  35. shader flareShader
  36. distance 4 + 1 * rand {
  37.  
  38. scale v2 v2 0.2 + 0.2 * rand
  39.  
  40. repeat 4 {
  41.  
  42. if loopcount = 0 {
  43. scale v0 v3 t2
  44. scale v1 v4 t2
  45. subScale v4 v0 v5 t1
  46. addScale v3 v1 v5 t1
  47. }
  48.  
  49. if loopcount = 1 {
  50. scale v0 v3 -t2
  51. scale v1 v4 -t2
  52. addScale v4 v0 v5 t1
  53. subScale v3 v1 v5 t1
  54. }
  55.  
  56. if loopcount = 2 {
  57. scale v0 v3 t1
  58. scale v1 v4 t1
  59. subScale v4 v0 v5 t2
  60. addScale v3 v1 v5 -t2
  61. }
  62.  
  63. if loopcount = 3 {
  64. scale v0 v3 -t1
  65. scale v1 v4 -t1
  66. subScale v4 v0 v5 -t2
  67. addScale v3 v1 v5 t2
  68. }
  69.  
  70. add v2 v5 v6
  71. addScale parentVelocity v6 velocity 35 + 35 * rand
  72.  
  73. emitter 0.5 * rand * rand {
  74.  
  75. t3 4 + 0.5 * crand
  76. size t3 - t3 * ( 0.5 * lerp )
  77.  
  78. color 1 0.2 0.1
  79.  
  80. colorFade 0
  81. moveGravity 0
  82. moveBounce 0.6 0.2
  83. Sprite cullNear
  84. }
  85. }
  86.  
  87. // random flares
  88.  
  89. random v7
  90. addScale parentVelocity v7 velocity 75 + rand * 50
  91.  
  92. emitter 0.3 * rand * rand {
  93.  
  94. t4 3 + 0.5 * crand
  95. size t4 - t4 * lerp
  96.  
  97. color 1 0.2 0.1
  98.  
  99. colorFade 0
  100. moveGravity 0
  101. moveBounce 0.6 0.2
  102. Sprite cullNear
  103. }
  104. }
  105. }
  106.  
  107.  
  108.  
  109. weapon/rocket/trail {
  110.  
  111. // world glow
  112.  
  113. color 1 0.5 0.1
  114. size 100
  115. Light
  116.  
  117. // flame exhaust
  118.  
  119. shader flareShader
  120. distance 6 + 2 * rand {
  121.  
  122. t2 6 - 2 * rand
  123. normalize dir v0
  124. inverse v0
  125. addScale parentVelocity v0 velocity 75 + rand * 75
  126.  
  127. emitter 0.5 * rand * rand {
  128.  
  129. t0 20 - 2 * rand
  130. size t0 - t0 * ( 0.5 * lerp )
  131. width size - size * lerp
  132.  
  133. color 1 0.2 0.1
  134.  
  135. colorFade 0
  136. moveGravity 0
  137. Spark cullNear
  138. }
  139.  
  140. // exhaust flares
  141.  
  142. normalize dir v1
  143. inverse v1
  144. addScale parentVelocity v1 velocity 100 + rand * 75
  145.  
  146. emitter 0.55 * rand * rand {
  147.  
  148. t1 8 - 2 * rand
  149. size t1 - t1 * ( 0.5 * lerp )
  150. width size - size * lerp
  151.  
  152. color 1 0.2 0.1
  153.  
  154. colorFade 0
  155. moveGravity 0
  156. Spark cullNear
  157. }
  158. }
  159. }
  160. }
  161.  
  162.  
  163.  
  164.  
  165.  
  166. weapon/rocket/impact {
  167. vibrate 70
  168. sound sound/weapons/rocket/rocklx1a.wav
  169. shader gfx/damage/burn_med_mrk
  170. size 70 // mrk
  171. Decal energy
  172. repeat 1 {
  173. // Animating sprite of the explosion RL
  174. shader rocketExplosion
  175. size 40
  176. wobble dir velocity 150
  177.  
  178. scale velocity velocity 35
  179.  
  180. movegravity 0.1 0.1
  181.  
  182. rotate 360 * rand
  183.  
  184. }
  185.  
  186.  
  187. // light colour RL
  188. color 1 0.75 0
  189.  
  190. emitter 1 {
  191. Sprite
  192. //size will goto zero after 0.5 of the time
  193. size 300 * clip(2 - 2*lerp)
  194.  
  195. Light
  196. }
  197.  
  198.  
  199. // // LINES ROX
  200. color 1 0.4 0
  201. alpha 0.33
  202. shader flareShader
  203. repeat 22 {
  204. random velocity
  205. scale velocity velocity 190
  206.  
  207. emitter 0.3 {
  208. moveBounce 0.1 0.1
  209. colorFade 0
  210. width 35 - lerp * 30
  211. size 50 + lerp * 50
  212. Spark
  213. }
  214. }
  215.  
  216.  
  217.  
  218.  
  219. color 1 0.5 0 // BRÖSEL ROX flying
  220.  
  221. shader flareShader
  222. repeat 50 {
  223. random velocity
  224. scale velocity velocity 250 + rand *350 - lerp*300
  225.  
  226. // width 1
  227. emitter 4 + rand*2 {
  228. size 3 - lerp * 5
  229. movebounce 0 0.25
  230. movegravity 200
  231. colorFade 1 - lerp * 0
  232. sprite // Spark //
  233. }
  234. }
  235.  
  236.  
  237.  
  238. color 0 0 0
  239. alpha 1 // alpha 1 = concret
  240. shader smokePuff // === SMOKE PUFF RL expl
  241. rotate 360 * rand
  242. repeat 2 {
  243. random velocity
  244. scale velocity velocity 100
  245.  
  246. emitter 0.5 + rand*0.3 {
  247. alphaFade 0
  248. colorfade 0.4
  249. size 33 + lerp * 55
  250. sprite cullNear
  251. }
  252. }
  253. }
  254.  
  255.  
  256.  
  257.  
  258.  
  259.  
  260.  
  261.  
  262.  
  263.  
  264. weapon/plasma/projectile {
  265. color .25 .75 1
  266. size 400
  267. light
  268. rotate rand*360
  269. size 15 // THE SPRITE FOR THE PLASMA
  270. shader sprites/plasma1
  271. sprite
  272. // Plasma flying sound
  273. loopSound "sound/weapons/plasma/lasfly.wav"
  274.  
  275. color 0 0.05 .25 // TRAILCOLOR gets bright because of distance low
  276. alpha 0 //?? /// === plasma TRAIL
  277. shader flareshader /// raildisc
  278.  
  279. distance 5 //0 + rand *10
  280. {
  281. normalize parentVelocity v0
  282. inverse v0
  283. wobble v0 velocity 5 /// + rand*2 //STRAIGHTEN OUT TRAIL
  284. // scale velocity velocity 50 + rand*50 // ??
  285. emitter 0.13 {
  286. size 17 // * ( 1 - 0.25 * lerp * 1 )
  287. colorFade 0
  288. moveGravity 0
  289. Sprite
  290. }
  291. }
  292. }
  293.  
  294.  
  295. weapon/plasma/impact {
  296.  
  297. vibrate 5
  298. sound sound/weapons/plasma/plasmx1a.wav
  299.  
  300. shader plasmaExplosion
  301. model models/weaphits/ring02.md3
  302. rotate rand * 360
  303. emitter 0.5 {
  304. dirModel
  305. }
  306.  
  307. copy origin parentOrigin
  308. copy velocity parentVelocity
  309.  
  310. normalize dir v2
  311. perpendicular dir v0
  312. cross v0 v2 v1
  313.  
  314. t0 180 / pi
  315. t1 pi * 2
  316. t2 25 - 5 * rand
  317.  
  318. shader flareShader
  319. repeat 30 + rand * 40 {
  320.  
  321. random dir
  322. addScale parentVelocity dir velocity 350 * rand
  323. width 2 + 1 * rand
  324.  
  325. emitter 0.7 * rand + rand * 0.4 {
  326.  
  327. size 20 - lerp * 20
  328.  
  329. color 0.1 0.4 1
  330.  
  331. colorFade 0.8
  332. moveBounce 150 0.8
  333. Spark
  334. }
  335. }
  336.  
  337. repeat 20 + 10 * rand {
  338.  
  339. t3 cos( t0 * loop * t1 )
  340. t4 sin( t0 * loop * t1 )
  341.  
  342. scale v0 v3 10 * t3
  343. addScale v3 v1 v4 10 * t4
  344.  
  345. add parentOrigin v4 origin
  346.  
  347. t5 5 * -sin( t0 * loop * t1 )
  348. t6 5 * cos( t0 * loop * t1 )
  349.  
  350. scale v0 v5 t5
  351. addScale v5 v1 v6 t6
  352.  
  353. scale v2 v7 5 * rand
  354. add v6 v7 v8
  355. addScale parentVelocity v8 velocity 25
  356.  
  357. emitter 0.2 + 0.1 * rand {
  358.  
  359. size t2 - t2 * ( 0.5 * lerp * 1.5 )
  360. width size - size * ( 0.5 * lerp * 1.5 )
  361.  
  362. red 0.2 - lerp * 0.1
  363. green 0.2 - lerp * 0.1
  364. blue 0.9 + lerp * 0.1
  365.  
  366. colorFade 0
  367. moveBounce 1 1
  368. moveGravity 0
  369. Spark cullNear
  370. }
  371. }
  372.  
  373. repeat 20 + 10 * rand {
  374.  
  375. t3 cos( t0 * loop * t1 )
  376. t4 sin( t0 * loop * t1 )
  377.  
  378. scale v0 v3 10 * t3
  379. addScale v3 v1 v4 10 * t4
  380.  
  381. add parentOrigin v4 origin
  382.  
  383. t5 5 * -sin( t0 * loop * t1 )
  384. t6 5 * cos( t0 * loop * t1 )
  385.  
  386. scale v0 v5 t5
  387. addScale v5 v1 v6 t6
  388.  
  389. scale v2 v7 5 * rand
  390. add v6 v7 v8
  391. addScale parentVelocity v8 velocity 25
  392.  
  393. emitter 0.2 + 0.2 * rand {
  394.  
  395. size t2 - t2 * ( 0.5 * lerp * 1.5 )
  396. width size - size * ( 0.5 * lerp * 1.5 )
  397.  
  398. red 0.2 - lerp * 0.1
  399. green 0.2 - lerp * 0.1
  400. blue 0.9 + lerp * 0.1
  401.  
  402. colorFade 0
  403. moveBounce 1 1
  404. moveGravity 0
  405. Spark cullNear
  406. }
  407. }
  408. }
  409.  
  410.  
  411. weapon/plasma/impactflesh {
  412.  
  413. shader flareShader
  414. repeat 30 + rand * 40 {
  415.  
  416. random dir
  417. addScale parentVelocity dir velocity 350 * rand
  418. width 2 + 1 * rand
  419.  
  420. emitter 0.2 * rand + rand * 0.4 {
  421.  
  422. size 20 - lerp * 20
  423.  
  424. color 0.1 0.4 1
  425.  
  426. colorFade 0.8
  427. moveBounce 150 0.8
  428. Spark
  429. }
  430. }
  431. }
  432.  
  433.  
  434.  
  435. weapon/rocket/trail {
  436. // world glow
  437. color 1 0.75 0
  438. size 200
  439. Light
  440.  
  441. // flame trail
  442. color 1 0.25 0
  443. alpha 0.3
  444. shader flareShader
  445. interval 0.001 {
  446. normalize dir v0
  447. inverse v0
  448. // wobble v0 velocity 150 + rand*10
  449. wobble v0 velocity rand*15 // lgls:
  450.  
  451. scale velocity velocity 175 + rand*50
  452. emitter 0.1 + rand*0.5 {
  453. size 2.5 * ( 1 - 0.5 * lerp * 1.5 )
  454.  
  455. colorFade 0.1
  456. // moveGravity 1 // lgls: must be 0
  457. moveGravity 0
  458. Sprite
  459. }
  460. }
  461. }
  462.  
  463.  
  464. weapon/rocket/projectile {
  465. model "models/ammo/rocket/rocket.md3"
  466. dirModel
  467.  
  468. loopSound "sound/weapons/rocket/rockfly.wav"
  469.  
  470.  
  471. color 1 .3 0
  472. alpha 0.5
  473. shader gfx/misc/iceball
  474.  
  475. repeat 3 {
  476. interval 0.2 {
  477. normalize dir v0
  478. inverse v0
  479. wobble v0 velocity 22 + rand*5
  480. scale velocity velocity 65 + rand*50
  481. emitter 0.25 + rand*0.35 {
  482. size 2 * ( 1 - 0.5 * lerp * 1.5 )
  483. //colorFade 0.001
  484. colorFade 0 // lgls: 0 is better
  485. moveGravity 0
  486. Sprite
  487. }
  488. }
  489. }
  490. }
  491.  
  492.  
  493. weapon/rocket/flash {
  494. color 1 0.75 0
  495. size 300 + rand*32
  496. light
  497. }
  498.  
  499.  
  500.  
  501. weapon/rocket/impact
  502. {
  503. //
  504.  
  505. vibrate 40
  506. sound sound/weapons/rocket/rocklx1a.wav
  507.  
  508. shader gfx/damage/burn_med_mrk
  509. size 50
  510. Decal
  511.  
  512. //
  513. shader rocketExplosion
  514. size 30
  515. color 1 0.75 0
  516. emitter 1 {
  517. Sprite
  518. size 30 * clip(2 - 2*lerp)
  519. }
  520.  
  521.  
  522. //
  523.  
  524. color 1 0.5 0.1
  525. emitter 1
  526. {
  527. Sprite
  528. size 200 * clip(2 - 2*lerp)
  529. Light
  530. }
  531.  
  532. //
  533.  
  534. shader flareShader
  535. alpha 1
  536. color 1 1 1
  537. width 5
  538. repeat 1 + 2*rand {
  539. wobble dir velocity 100 + rand*20
  540. scale velocity velocity 100 + rand*50
  541. size 180*rand*rand
  542. emitter "0.3 * rand" {
  543. moveGravity 100
  544. colorFade 0.9
  545. spark
  546. }
  547. }
  548.  
  549.  
  550. color 1 1 1
  551. width 5
  552. repeat 1 + 3*rand {
  553. wobble dir velocity 150 + rand*20
  554. scale velocity velocity 200 + rand*50
  555. size 150*rand*rand
  556. emitter "0.3 * rand" {
  557. moveGravity 100
  558. colorFade 0.9
  559. spark
  560. }
  561. }
  562.  
  563. // particles with trail
  564. alpha 0.75
  565. color 1 0.5 0.25
  566. shader flareshader
  567. repeat 2 {
  568. random velocity
  569. scale velocity velocity 200 + rand * 150
  570. size 0.8 + rand * 0.9
  571.  
  572. emitter 0.5 + rand*0.7 { // PARTICLE
  573. moveBounce 0 0.75
  574. colorFade 0
  575. Sprite
  576.  
  577. sink 0.9 50
  578. moveBounce 800 0.4
  579. // wolfcam include size when adding models
  580. size 1
  581. shader flareshader
  582. sprite
  583. distance 0.5 {
  584. // Slowly sink downwards
  585. clear velocity
  586. velocity2 -15
  587. rotate rand*360
  588.  
  589. color 1 0.5 0.25
  590. alpha 0.75
  591. shader flareshader
  592. repeat 2 {
  593. normalize dir v0
  594. inverse v0
  595. wobble v0 velocity rand*10
  596. //scale velocity velocity 75 + rand*50
  597. emitter 0.075 + rand*0.10 { // IT'S TRAIL
  598. size 0.8 + rand * 0.9
  599. colorFade 0.1
  600. moveGravity 0
  601. Sprite
  602. }
  603. }
  604. }
  605. }
  606. }
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