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Jan 16th, 2019
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  1. weapon/rocket/trail {
  2. //The rocket's world light
  3. color 0.9 0.9 0.9
  4.  
  5. size 130
  6. Light
  7.  
  8.  
  9. width 1
  10. shader flareShader
  11. alpha 0.8
  12. color 1 0.5 0.1
  13.  
  14.  
  15. //shader lglsFlare
  16. shader flareShader
  17. //Will be the light colour
  18.  
  19. distance rand*0.2+0.1
  20. {
  21. repeat 5 {
  22. origin0 origin0+(rand-0.5)*2
  23. origin1 origin1+(rand-0.5)*2
  24. origin2 origin2+(rand-0.5)*2
  25.  
  26. random dir
  27. wobble dir velocity 50 + rand*70
  28. scale velocity velocity 100 + rand*100
  29. size 10*rand
  30.  
  31. emitter "0.06 * rand * rand" {
  32. spark cullNear
  33. }
  34.  
  35. }
  36.  
  37. ///////////////////////////////////// SMOKE
  38.  
  39. alpha 0.3
  40. color 0 0 0
  41. shader smokePuff
  42. rotate 360 * rand
  43.  
  44. // ok, above distance uses rand() and averages to about
  45. // a distance of 0.2
  46. // "distance 3 + rand * 2" averages to about 4
  47. // so you want smoke to occur with about a (0.2 / 4.0) ==
  48. // 0.05 (5% chance)
  49. //distance 3 + rand * 2
  50. if (rand <= 0.05)
  51. {
  52. emitter rand * 0.7 //rand * 0.8
  53. {
  54. alphaFade 0
  55. size 8 + rand * 2 + lerp * 25
  56. sprite cullNear
  57. }
  58.  
  59. }
  60.  
  61. color 1 0.35 0.1
  62. alpha 0.99
  63. shader flareshader
  64. //interval 0.0010 {
  65. // rockets move at 900ups so this can be converted to:
  66. // 900 * 0.001 == 0.9 game units
  67. //distance 0.9 {
  68. // same logic, chance of happening is 0.2 / 0.9
  69. if (rand <= 0.23) {
  70. normalize parentVelocity v0
  71. inverse v0
  72. wobble v0 velocity 0.01 + rand*18
  73. scale velocity velocity 100 + rand*10
  74. emitter 0 + rand*0.125 {
  75. size 2.5
  76. moveGravity 0
  77. Sprite
  78. }
  79. }
  80. }
  81. }
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