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- weapon/rocket/flash {
- color 1 0.75 0
- size 300 + rand * 32
- Light
- }
- weapon/rocket/projectile {
- // world glow
- color 1 0.5 0.1
- size 100
- Light
- // model
- loopSound sound/weapons/rocket/rockfly.wav
- size 1.2
- model models/ammo/rocket/rocket.md3
- rotate time * 1000 / 4
- dirModel
- // 4x twisting flame
- t0 180 / pi
- t1 cos( t0 * time * pi * 2 )
- t2 sin( t0 * time * pi * 2 )
- normalize dir v2
- inverse v2
- perpendicular dir v0
- cross v2 v0 v1
- shader flareShader
- distance 4 + 1 * rand {
- scale v2 v2 0.2 + 0.2 * rand
- repeat 4 {
- if loopcount = 0 {
- scale v0 v3 t2
- scale v1 v4 t2
- subScale v4 v0 v5 t1
- addScale v3 v1 v5 t1
- }
- if loopcount = 1 {
- scale v0 v3 -t2
- scale v1 v4 -t2
- addScale v4 v0 v5 t1
- subScale v3 v1 v5 t1
- }
- if loopcount = 2 {
- scale v0 v3 t1
- scale v1 v4 t1
- subScale v4 v0 v5 t2
- addScale v3 v1 v5 -t2
- }
- if loopcount = 3 {
- scale v0 v3 -t1
- scale v1 v4 -t1
- subScale v4 v0 v5 -t2
- addScale v3 v1 v5 t2
- }
- add v2 v5 v6
- addScale parentVelocity v6 velocity 35 + 35 * rand
- emitter 0.5 * rand * rand {
- t3 4 + 0.5 * crand
- size t3 - t3 * ( 0.5 * lerp )
- color 1 0.2 0.1
- colorFade 0
- moveGravity 0
- moveBounce 0.6 0.2
- Sprite cullNear
- }
- }
- // random flares
- random v7
- addScale parentVelocity v7 velocity 75 + rand * 50
- emitter 0.3 * rand * rand {
- t4 3 + 0.5 * crand
- size t4 - t4 * lerp
- color 1 0.2 0.1
- colorFade 0
- moveGravity 0
- moveBounce 0.6 0.2
- Sprite cullNear
- }
- }
- }
- weapon/rocket/trail {
- // world glow
- color 1 0.5 0.1
- size 100
- Light
- // flame exhaust
- shader flareShader
- distance 6 + 2 * rand {
- t2 6 - 2 * rand
- normalize dir v0
- inverse v0
- addScale parentVelocity v0 velocity 75 + rand * 75
- emitter 0.5 * rand * rand {
- t0 20 - 2 * rand
- size t0 - t0 * ( 0.5 * lerp )
- width size - size * lerp
- color 1 0.2 0.1
- colorFade 0
- moveGravity 0
- Spark cullNear
- }
- // exhaust flares
- normalize dir v1
- inverse v1
- addScale parentVelocity v1 velocity 100 + rand * 75
- emitter 0.55 * rand * rand {
- t1 8 - 2 * rand
- size t1 - t1 * ( 0.5 * lerp )
- width size - size * lerp
- color 1 0.2 0.1
- colorFade 0
- moveGravity 0
- Spark cullNear
- }
- }
- }
- }
- weapon/rocket/impact {
- vibrate 70
- sound sound/weapons/rocket/rocklx1a.wav
- shader gfx/damage/burn_med_mrk
- size 70 // mrk
- Decal energy
- repeat 1 {
- // Animating sprite of the explosion RL
- shader rocketExplosion
- size 40
- wobble dir velocity 150
- scale velocity velocity 35
- movegravity 0.1 0.1
- rotate 360 * rand
- }
- // light colour RL
- color 1 0.75 0
- emitter 1 {
- Sprite
- //size will goto zero after 0.5 of the time
- size 300 * clip(2 - 2*lerp)
- Light
- }
- // // LINES ROX
- color 1 0.4 0
- alpha 0.33
- shader flareShader
- repeat 22 {
- random velocity
- scale velocity velocity 190
- emitter 0.3 {
- moveBounce 0.1 0.1
- colorFade 0
- width 35 - lerp * 30
- size 50 + lerp * 50
- Spark
- }
- }
- color 1 0.5 0 // BRÖSEL ROX flying
- shader flareShader
- repeat 50 {
- random velocity
- scale velocity velocity 250 + rand *350 - lerp*300
- // width 1
- emitter 4 + rand*2 {
- size 3 - lerp * 5
- movebounce 0 0.25
- movegravity 200
- colorFade 1 - lerp * 0
- sprite // Spark //
- }
- }
- color 0 0 0
- alpha 1 // alpha 1 = concret
- shader smokePuff // === SMOKE PUFF RL expl
- rotate 360 * rand
- repeat 2 {
- random velocity
- scale velocity velocity 100
- emitter 0.5 + rand*0.3 {
- alphaFade 0
- colorfade 0.4
- size 33 + lerp * 55
- sprite cullNear
- }
- }
- }
- weapon/plasma/projectile {
- color .25 .75 1
- size 400
- light
- rotate rand*360
- size 15 // THE SPRITE FOR THE PLASMA
- shader sprites/plasma1
- sprite
- // Plasma flying sound
- loopSound "sound/weapons/plasma/lasfly.wav"
- color 0 0.05 .25 // TRAILCOLOR gets bright because of distance low
- alpha 0 //?? /// === plasma TRAIL
- shader flareshader /// raildisc
- distance 5 //0 + rand *10
- {
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 5 /// + rand*2 //STRAIGHTEN OUT TRAIL
- // scale velocity velocity 50 + rand*50 // ??
- emitter 0.13 {
- size 17 // * ( 1 - 0.25 * lerp * 1 )
- colorFade 0
- moveGravity 0
- Sprite
- }
- }
- }
- weapon/plasma/impact {
- vibrate 5
- sound sound/weapons/plasma/plasmx1a.wav
- shader plasmaExplosion
- model models/weaphits/ring02.md3
- rotate rand * 360
- emitter 0.5 {
- dirModel
- }
- copy origin parentOrigin
- copy velocity parentVelocity
- normalize dir v2
- perpendicular dir v0
- cross v0 v2 v1
- t0 180 / pi
- t1 pi * 2
- t2 25 - 5 * rand
- shader flareShader
- repeat 30 + rand * 40 {
- random dir
- addScale parentVelocity dir velocity 350 * rand
- width 2 + 1 * rand
- emitter 0.7 * rand + rand * 0.4 {
- size 20 - lerp * 20
- color 0.1 0.4 1
- colorFade 0.8
- moveBounce 150 0.8
- Spark
- }
- }
- repeat 20 + 10 * rand {
- t3 cos( t0 * loop * t1 )
- t4 sin( t0 * loop * t1 )
- scale v0 v3 10 * t3
- addScale v3 v1 v4 10 * t4
- add parentOrigin v4 origin
- t5 5 * -sin( t0 * loop * t1 )
- t6 5 * cos( t0 * loop * t1 )
- scale v0 v5 t5
- addScale v5 v1 v6 t6
- scale v2 v7 5 * rand
- add v6 v7 v8
- addScale parentVelocity v8 velocity 25
- emitter 0.2 + 0.1 * rand {
- size t2 - t2 * ( 0.5 * lerp * 1.5 )
- width size - size * ( 0.5 * lerp * 1.5 )
- red 0.2 - lerp * 0.1
- green 0.2 - lerp * 0.1
- blue 0.9 + lerp * 0.1
- colorFade 0
- moveBounce 1 1
- moveGravity 0
- Spark cullNear
- }
- }
- repeat 20 + 10 * rand {
- t3 cos( t0 * loop * t1 )
- t4 sin( t0 * loop * t1 )
- scale v0 v3 10 * t3
- addScale v3 v1 v4 10 * t4
- add parentOrigin v4 origin
- t5 5 * -sin( t0 * loop * t1 )
- t6 5 * cos( t0 * loop * t1 )
- scale v0 v5 t5
- addScale v5 v1 v6 t6
- scale v2 v7 5 * rand
- add v6 v7 v8
- addScale parentVelocity v8 velocity 25
- emitter 0.2 + 0.2 * rand {
- size t2 - t2 * ( 0.5 * lerp * 1.5 )
- width size - size * ( 0.5 * lerp * 1.5 )
- red 0.2 - lerp * 0.1
- green 0.2 - lerp * 0.1
- blue 0.9 + lerp * 0.1
- colorFade 0
- moveBounce 1 1
- moveGravity 0
- Spark cullNear
- }
- }
- }
- weapon/plasma/impactflesh {
- shader flareShader
- repeat 30 + rand * 40 {
- random dir
- addScale parentVelocity dir velocity 350 * rand
- width 2 + 1 * rand
- emitter 0.2 * rand + rand * 0.4 {
- size 20 - lerp * 20
- color 0.1 0.4 1
- colorFade 0.8
- moveBounce 150 0.8
- Spark
- }
- }
- }
- weapon/rocket/trail {
- // world glow
- color 1 0.75 0
- size 200
- Light
- // flame trail
- color 1 0.25 0
- alpha 0.3
- shader flareShader
- interval 0.001 {
- normalize dir v0
- inverse v0
- // wobble v0 velocity 150 + rand*10
- wobble v0 velocity rand*15 // lgls:
- scale velocity velocity 175 + rand*50
- emitter 0.1 + rand*0.5 {
- size 2.5 * ( 1 - 0.5 * lerp * 1.5 )
- colorFade 0.1
- // moveGravity 1 // lgls: must be 0
- moveGravity 0
- Sprite
- }
- }
- }
- weapon/rocket/projectile {
- model "models/ammo/rocket/rocket.md3"
- dirModel
- loopSound "sound/weapons/rocket/rockfly.wav"
- color 1 .3 0
- alpha 0.5
- shader gfx/misc/iceball
- repeat 3 {
- interval 0.2 {
- normalize dir v0
- inverse v0
- wobble v0 velocity 22 + rand*5
- scale velocity velocity 65 + rand*50
- emitter 0.25 + rand*0.35 {
- size 2 * ( 1 - 0.5 * lerp * 1.5 )
- //colorFade 0.001
- colorFade 0 // lgls: 0 is better
- moveGravity 0
- Sprite
- }
- }
- }
- }
- weapon/rocket/flash {
- color 1 0.75 0
- size 300 + rand*32
- light
- }
- weapon/rocket/impact
- {
- //
- vibrate 40
- sound sound/weapons/rocket/rocklx1a.wav
- shader gfx/damage/burn_med_mrk
- size 50
- Decal
- //
- shader rocketExplosion
- size 30
- color 1 0.75 0
- emitter 1 {
- Sprite
- size 30 * clip(2 - 2*lerp)
- }
- //
- color 1 0.5 0.1
- emitter 1
- {
- Sprite
- size 200 * clip(2 - 2*lerp)
- Light
- }
- //
- shader flareShader
- alpha 1
- color 1 1 1
- width 5
- repeat 1 + 2*rand {
- wobble dir velocity 100 + rand*20
- scale velocity velocity 100 + rand*50
- size 180*rand*rand
- emitter "0.3 * rand" {
- moveGravity 100
- colorFade 0.9
- spark
- }
- }
- color 1 1 1
- width 5
- repeat 1 + 3*rand {
- wobble dir velocity 150 + rand*20
- scale velocity velocity 200 + rand*50
- size 150*rand*rand
- emitter "0.3 * rand" {
- moveGravity 100
- colorFade 0.9
- spark
- }
- }
- // particles with trail
- alpha 0.75
- color 1 0.5 0.25
- shader flareshader
- repeat 2 {
- random velocity
- scale velocity velocity 200 + rand * 150
- size 0.8 + rand * 0.9
- emitter 0.5 + rand*0.7 { // PARTICLE
- moveBounce 0 0.75
- colorFade 0
- Sprite
- sink 0.9 50
- moveBounce 800 0.4
- // wolfcam include size when adding models
- size 1
- shader flareshader
- sprite
- distance 0.5 {
- // Slowly sink downwards
- clear velocity
- velocity2 -15
- rotate rand*360
- color 1 0.5 0.25
- alpha 0.75
- shader flareshader
- repeat 2 {
- normalize dir v0
- inverse v0
- wobble v0 velocity rand*10
- //scale velocity velocity 75 + rand*50
- emitter 0.075 + rand*0.10 { // IT'S TRAIL
- size 0.8 + rand * 0.9
- colorFade 0.1
- moveGravity 0
- Sprite
- }
- }
- }
- }
- }
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