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- function EFFECT:Init(data)
- self.WeaponEnt = data:GetEntity()
- self.Attachment = data:GetAttachment()
- self.Position = self:GetTracerShootPos(data:GetOrigin(), self.WeaponEnt, self.Attachment)
- self.Forward = data:GetNormal()
- self.Angle = self.Forward:Angle()
- self.Right = self.Angle:Right()
- local emitter = ParticleEmitter(self.Position)
- local particle = emitter:Add("sprites/heatwave", self.Position)
- particle:SetVelocity(80*self.Forward + 20*VectorRand())
- particle:SetDieTime(math.Rand(0.15,0.2))
- particle:SetStartSize(math.random(15,19))
- particle:SetEndSize(0)
- particle:SetRoll(math.Rand(180,480))
- particle:SetRollDelta(math.Rand(-1,1))
- particle:SetAirResistance(160)
- local particle = emitter:Add("bf3/muzzleflashx", self.Position)
- --particle:SetVelocity(self.Forward*(10+(1*5)))
- particle:SetDieTime(0.1)
- particle:SetStartAlpha(255)
- particle:SetEndAlpha(200)
- particle:SetStartSize(9)
- particle:SetEndSize(9)
- particle:SetRoll(180)
- particle:SetRollDelta(math.Rand(-1,1))
- particle:SetColor(255,200,200)
- local d = DynamicLight(0)
- if (d) then
- d.Pos = self.Position
- d.r = 160
- d.g = 160
- d.b = 50
- d.Brightness = 0.2
- d.size = 400
- d.DieTime = CurTime() + 0.05
- end
- emitter:Finish()
- end
- function EFFECT:Think()
- return false
- end
- function EFFECT:Render()
- end
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