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KishgalYS

Extreme Particles

Aug 21st, 2014
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  1. datablock ParticleData(rifleTrailParticle)
  2. {
  3.     dragCoefficient     = 3.0;
  4.     windCoefficient     = 0.0;
  5.     gravityCoefficient  = 0.0;
  6.     inheritedVelFactor  = 0.0;
  7.     constantAcceleration    = 0.0;
  8.     lifetimeMS      = 200;
  9.     lifetimeVarianceMS  = 20;
  10.     spinSpeed       = 10.0;
  11.     spinRandomMin       = -50.0;
  12.     spinRandomMax       = 50.0;
  13.     useInvAlpha     = false;
  14.     animateTexture      = false;
  15.     //framesPerSec      = 1;
  16.  
  17.     textureName     = "./materials/smoke1";
  18.     //animTexName       = "~/data/particles/dot";
  19.  
  20.     // Interpolation variables
  21.     colors[0]   = "1 1 0 0.5";
  22.     colors[1]   = "1 1 0.4 1.0";
  23.     colors[2]   = "0.7 0.7 0.7 0";
  24.     sizes[0]    = 0.3;
  25.     sizes[1]    = 0.15;
  26.     sizes[2]    = 0.0;
  27.     times[0]    = 0.0;
  28.     times[1]    = 0.1;
  29.     times[2]    = 1.0;
  30. };
  31.  
  32. datablock ParticleEmitterData(rifleTrailEmitter)
  33. {
  34.    ejectionPeriodMS = 1;
  35.    periodVarianceMS = 0;
  36.    ejectionVelocity = 0; //0.25;
  37.    velocityVariance = 0; //0.10;
  38.    ejectionOffset = 0;
  39.    thetaMin         = 0.0;
  40.    thetaMax         = 90.0;  
  41.  
  42.    particles = rifleTrailParticle;
  43. };
  44.  
  45. datablock ProjectileData(rifleTrailProjectile)
  46. {
  47.    directDamage        = 0;
  48.    directDamageType    = $DamageType::Gun;
  49.    radiusDamageType    = $DamageType::Gun;
  50.  
  51.    brickExplosionRadius = 0;
  52.    brickExplosionImpact = true;          //destroy a brick if we hit it directly?
  53.    brickExplosionForce  = 10;
  54.    brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
  55.    brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground
  56.  
  57.    impactImpulse         = 100;
  58.    verticalImpulse    = 50;
  59. //explosion           = gunExplosion;
  60.    particleEmitter     = "rifleTrailEmitter";
  61.  
  62.    muzzleVelocity      = 200;
  63.    velInheritFactor    = 0;
  64.  
  65.    armingDelay         = 0;
  66.    lifetime            = 1000;
  67.    fadeDelay           = 700;
  68.    bounceElasticity    = 0.5;
  69.    bounceFriction      = 0.10;
  70.    isBallistic         = true;
  71.    gravityMod = 0.0;
  72.    sound = bulletBySound;
  73.  
  74.    hasLight    = false;
  75.    lightRadius = 3.0;
  76.    lightColor  = "0 0 0.5";
  77. };
  78.  
  79. datablock DebrisData(rifleShellDebris)
  80. {
  81.     shapeFile = "./models/rifleShell.dts";
  82.     lifetime = 4.0;
  83.     minSpinSpeed = -400.0;
  84.     maxSpinSpeed = 200.0;
  85.     elasticity = 0.5;
  86.     friction = 0.2;
  87.     numBounces = 3;
  88.     staticOnMaxBounce = true;
  89.     snapOnMaxBounce = false;
  90.     fade = true;
  91.  
  92.     gravModifier = 2;
  93. };
  94.  
  95. datablock ParticleData(rifleExplosionParticle)
  96. {
  97.     dragCoefficient      = 2;
  98.     gravityCoefficient   = 0.1;
  99.     inheritedVelFactor   = 0;
  100.     constantAcceleration = 2;
  101.     lifetimeMS           = 5200;
  102.     lifetimeVarianceMS   = 400;
  103.     textureName          = "./materials/smoke1";
  104.     spinSpeed       = 0;
  105.     spinRandomMin       = -10.0;
  106.     spinRandomMax       = 10.0;
  107.     colors[0]     = "0.9 0.9 0.9 0.3";
  108.     colors[1]     = "0.5 0.5 0.5 0.0";
  109.     sizes[0]      = 5.25;
  110.     sizes[1]      = 2.75;
  111.  
  112.     useInvAlpha = true;
  113. };
  114. datablock ParticleEmitterData(rifleExplosionEmitter)
  115. {
  116.    ejectionPeriodMS = 1;
  117.    periodVarianceMS = 0;
  118.    ejectionVelocity = 0.5;
  119.    velocityVariance = 1.0;
  120.    ejectionOffset   = 0.0;
  121.    thetaMin         = 0;
  122.    thetaMax         = 20;
  123.    phiReferenceVel  = 360;
  124.    phiVariance      = 360;
  125.    overrideAdvance = false;
  126.    particles = "rifleExplosionParticle";
  127.  
  128.    useEmitterColors = true;
  129. };
  130.  
  131. datablock ParticleData(rifleExplosionRingParticle)
  132. {
  133.     dragCoefficient      = 8;
  134.     gravityCoefficient   = -0.5;
  135.     inheritedVelFactor   = 0.2;
  136.     constantAcceleration = 0.0;
  137.     lifetimeMS           = 50;
  138.     lifetimeVarianceMS   = 35;
  139.     textureName          = "./materials/flash0";
  140.     spinSpeed       = 500.0;
  141.     spinRandomMin       = -500.0;
  142.     spinRandomMax       = 500.0;
  143.     colors[0]     = "1 1 0.0 0.9";
  144.     colors[1]     = "0.9 0.0 0.0 0.0";
  145.     sizes[0]      = 1;
  146.     sizes[1]      = 0;
  147.  
  148.     useInvAlpha = false;
  149. };
  150. datablock ParticleEmitterData(rifleExplosionRingEmitter)
  151. {
  152.     lifeTimeMS = 50;
  153.  
  154.    ejectionPeriodMS = 3;
  155.    periodVarianceMS = 0;
  156.    ejectionVelocity = 0;
  157.    velocityVariance = 0.0;
  158.    ejectionOffset   = 0.0;
  159.    thetaMin         = 89;
  160.    thetaMax         = 90;
  161.    phiReferenceVel  = 0;
  162.    phiVariance      = 360;
  163.    overrideAdvance = false;
  164.    particles = "rifleExplosionRingParticle";
  165.  
  166.    useEmitterColors = true;
  167. };
  168.  
  169. datablock ExplosionData(rifleExplosion)
  170. {
  171.    lifeTimeMS = 150;
  172.  
  173.    particleEmitter = rifleExplosionEmitter;
  174.    particleDensity = 5;
  175.    particleRadius = 0.2;
  176.  
  177.    emitter[0] = rifleExplosionRingEmitter;
  178.  
  179.    faceViewer     = true;
  180.    explosionScale = "1 1 1";
  181.  
  182.    shakeCamera = false;
  183.    camShakeFreq = "10.0 11.0 10.0";
  184.    camShakeAmp = "1.0 1.0 1.0";
  185.    camShakeDuration = 0.5;
  186.    camShakeRadius = 10.0;
  187.  
  188.    // Dynamic light
  189.    lightStartRadius = 2;
  190.    lightEndRadius = 2;
  191.    lightStartColor = "0.9 0.7 0";
  192.    lightEndColor = "0 0 0";
  193. };
  194.  
  195.  
  196.  
  197. datablock ProjectileData(rifleExplosionProjectile)
  198. {
  199.    directDamage        = 0;
  200.    directDamageType    = $DamageType::Gun;
  201.    radiusDamageType    = $DamageType::Gun;
  202.  
  203.    brickExplosionRadius = 0;
  204.    brickExplosionImpact = true;          //destroy a brick if we hit it directly?
  205.    brickExplosionForce  = 10;
  206.    brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
  207.    brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground
  208.  
  209.    impactImpulse         = 100;
  210.    verticalImpulse    = 50;
  211.    explosion           = rifleExplosion;
  212.    // particleEmitter     = "rifleTrailEmitter";
  213.  
  214.    muzzleVelocity      = 200;
  215.    velInheritFactor    = 0;
  216.  
  217.    armingDelay         = 0;
  218.    lifetime            = 1000;
  219.    fadeDelay           = 700;
  220.    bounceElasticity    = 0.5;
  221.    bounceFriction      = 0.10;
  222.    isBallistic         = true;
  223.    gravityMod = 0.0;
  224.    sound = bulletBySound;
  225.  
  226.    hasLight    = false;
  227.    lightRadius = 3.0;
  228.    lightColor  = "0 0 0.5";
  229. };
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