Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- datablock ParticleData(rifleTrailParticle)
- {
- dragCoefficient = 3.0;
- windCoefficient = 0.0;
- gravityCoefficient = 0.0;
- inheritedVelFactor = 0.0;
- constantAcceleration = 0.0;
- lifetimeMS = 200;
- lifetimeVarianceMS = 20;
- spinSpeed = 10.0;
- spinRandomMin = -50.0;
- spinRandomMax = 50.0;
- useInvAlpha = false;
- animateTexture = false;
- //framesPerSec = 1;
- textureName = "./materials/smoke1";
- //animTexName = "~/data/particles/dot";
- // Interpolation variables
- colors[0] = "1 1 0 0.5";
- colors[1] = "1 1 0.4 1.0";
- colors[2] = "0.7 0.7 0.7 0";
- sizes[0] = 0.3;
- sizes[1] = 0.15;
- sizes[2] = 0.0;
- times[0] = 0.0;
- times[1] = 0.1;
- times[2] = 1.0;
- };
- datablock ParticleEmitterData(rifleTrailEmitter)
- {
- ejectionPeriodMS = 1;
- periodVarianceMS = 0;
- ejectionVelocity = 0; //0.25;
- velocityVariance = 0; //0.10;
- ejectionOffset = 0;
- thetaMin = 0.0;
- thetaMax = 90.0;
- particles = rifleTrailParticle;
- };
- datablock ProjectileData(rifleTrailProjectile)
- {
- directDamage = 0;
- directDamageType = $DamageType::Gun;
- radiusDamageType = $DamageType::Gun;
- brickExplosionRadius = 0;
- brickExplosionImpact = true; //destroy a brick if we hit it directly?
- brickExplosionForce = 10;
- brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
- brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
- impactImpulse = 100;
- verticalImpulse = 50;
- //explosion = gunExplosion;
- particleEmitter = "rifleTrailEmitter";
- muzzleVelocity = 200;
- velInheritFactor = 0;
- armingDelay = 0;
- lifetime = 1000;
- fadeDelay = 700;
- bounceElasticity = 0.5;
- bounceFriction = 0.10;
- isBallistic = true;
- gravityMod = 0.0;
- sound = bulletBySound;
- hasLight = false;
- lightRadius = 3.0;
- lightColor = "0 0 0.5";
- };
- datablock DebrisData(rifleShellDebris)
- {
- shapeFile = "./models/rifleShell.dts";
- lifetime = 4.0;
- minSpinSpeed = -400.0;
- maxSpinSpeed = 200.0;
- elasticity = 0.5;
- friction = 0.2;
- numBounces = 3;
- staticOnMaxBounce = true;
- snapOnMaxBounce = false;
- fade = true;
- gravModifier = 2;
- };
- datablock ParticleData(rifleExplosionParticle)
- {
- dragCoefficient = 2;
- gravityCoefficient = 0.1;
- inheritedVelFactor = 0;
- constantAcceleration = 2;
- lifetimeMS = 5200;
- lifetimeVarianceMS = 400;
- textureName = "./materials/smoke1";
- spinSpeed = 0;
- spinRandomMin = -10.0;
- spinRandomMax = 10.0;
- colors[0] = "0.9 0.9 0.9 0.3";
- colors[1] = "0.5 0.5 0.5 0.0";
- sizes[0] = 5.25;
- sizes[1] = 2.75;
- useInvAlpha = true;
- };
- datablock ParticleEmitterData(rifleExplosionEmitter)
- {
- ejectionPeriodMS = 1;
- periodVarianceMS = 0;
- ejectionVelocity = 0.5;
- velocityVariance = 1.0;
- ejectionOffset = 0.0;
- thetaMin = 0;
- thetaMax = 20;
- phiReferenceVel = 360;
- phiVariance = 360;
- overrideAdvance = false;
- particles = "rifleExplosionParticle";
- useEmitterColors = true;
- };
- datablock ParticleData(rifleExplosionRingParticle)
- {
- dragCoefficient = 8;
- gravityCoefficient = -0.5;
- inheritedVelFactor = 0.2;
- constantAcceleration = 0.0;
- lifetimeMS = 50;
- lifetimeVarianceMS = 35;
- textureName = "./materials/flash0";
- spinSpeed = 500.0;
- spinRandomMin = -500.0;
- spinRandomMax = 500.0;
- colors[0] = "1 1 0.0 0.9";
- colors[1] = "0.9 0.0 0.0 0.0";
- sizes[0] = 1;
- sizes[1] = 0;
- useInvAlpha = false;
- };
- datablock ParticleEmitterData(rifleExplosionRingEmitter)
- {
- lifeTimeMS = 50;
- ejectionPeriodMS = 3;
- periodVarianceMS = 0;
- ejectionVelocity = 0;
- velocityVariance = 0.0;
- ejectionOffset = 0.0;
- thetaMin = 89;
- thetaMax = 90;
- phiReferenceVel = 0;
- phiVariance = 360;
- overrideAdvance = false;
- particles = "rifleExplosionRingParticle";
- useEmitterColors = true;
- };
- datablock ExplosionData(rifleExplosion)
- {
- lifeTimeMS = 150;
- particleEmitter = rifleExplosionEmitter;
- particleDensity = 5;
- particleRadius = 0.2;
- emitter[0] = rifleExplosionRingEmitter;
- faceViewer = true;
- explosionScale = "1 1 1";
- shakeCamera = false;
- camShakeFreq = "10.0 11.0 10.0";
- camShakeAmp = "1.0 1.0 1.0";
- camShakeDuration = 0.5;
- camShakeRadius = 10.0;
- // Dynamic light
- lightStartRadius = 2;
- lightEndRadius = 2;
- lightStartColor = "0.9 0.7 0";
- lightEndColor = "0 0 0";
- };
- datablock ProjectileData(rifleExplosionProjectile)
- {
- directDamage = 0;
- directDamageType = $DamageType::Gun;
- radiusDamageType = $DamageType::Gun;
- brickExplosionRadius = 0;
- brickExplosionImpact = true; //destroy a brick if we hit it directly?
- brickExplosionForce = 10;
- brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
- brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
- impactImpulse = 100;
- verticalImpulse = 50;
- explosion = rifleExplosion;
- // particleEmitter = "rifleTrailEmitter";
- muzzleVelocity = 200;
- velInheritFactor = 0;
- armingDelay = 0;
- lifetime = 1000;
- fadeDelay = 700;
- bounceElasticity = 0.5;
- bounceFriction = 0.10;
- isBallistic = true;
- gravityMod = 0.0;
- sound = bulletBySound;
- hasLight = false;
- lightRadius = 3.0;
- lightColor = "0 0 0.5";
- };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement