//------------------------------------------------------------------------------ // Bioderm Death Effects v3.0 // Effects by: LuCiD //============================================================================== // see player.cs for functions. //------------------------------------------------------------------------------ // Splash Mist //============================================================================== datablock ParticleData(BiodermPlayerSplashMist) { dragCoefficient = 2.0; gravityCoefficient = -0.05; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 600; lifetimeVarianceMS = 100; useInvAlpha = false; spinRandomMin = -90.0; spinRandomMax = 500.0; textureName = "particleTest"; colors[0] = "0.1 0.9 0.1 0.5"; colors[1] = "0.2 0.09 0.05 0.5"; colors[2] = "0.0 0.4 0.0 0.0"; sizes[0] = 0.5; sizes[1] = 0.5; sizes[2] = 0.8; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData(BiodermPlayerSplashMistEmitter) { ejectionPeriodMS = 6; periodVarianceMS = 0; ejectionVelocity = 3.0; velocityVariance = 2.0; ejectionOffset = 0.0; thetaMin = 85; thetaMax = 85; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; lifetimeMS = 450; particles = "BiodermPlayerSplashMist"; }; //------------------------------------------------------------------------------ // Bioderm Green Pool //============================================================================== datablock ShockwaveData(GreenBloodHit) { width = 3.0; numSegments = 164; numVertSegments = 35; velocity = -1.5; acceleration = 2.0; lifetimeMS = 800; height = 0.1; verticalCurve = 0.5; mapToTerrain = false; renderBottom = true; orientToNormal = true; texture[0] = "special/shockwave4"; texture[1] = "special/droplet";//"special/gradient"; texWrap = 8.0; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; colors[0] = "0.1 0.9 0.1 0.5"; colors[1] = "0.5 0.06 0.05 0.5"; colors[2] = "0.0 0.4 0.0 0.0"; }; //------------------------------------------------------------------------------ // Bioderm Blood //============================================================================== datablock ParticleData(BiodermBloodParticle) { dragCoeffiecient = 0.0; gravityCoefficient = 120.0; // drops quickly inheritedVelFactor = 0; lifetimeMS = 1600; // lasts 2 second lifetimeVarianceMS = 000; // ...more or less textureName = "snowflake8x8";//"particletest"; useInvAlpha = true; spinRandomMin = -30.0; spinRandomMax = 30.0; colors[0] = "0.1 0.9 0.1 0.5"; colors[1] = "0.2 0.06 0.05 0.5"; colors[2] = "0.0 0.4 0.0 0.0"; sizes[0] = 0.2; sizes[1] = 0.05; sizes[2] = 0.06; times[0] = 0.0; times[1] = 0.2; times[2] = 1.0; }; datablock ParticleEmitterData(BiodermBloodEmitter) { ejectionPeriodMS = 15; periodVarianceMS = 5; ejectionVelocity = 1.25; velocityVariance = 0.50; thetaMin = 0.0; thetaMax = 90.0; particles = "BiodermBloodParticle"; }; //------------------------------------------------------------------------------ // Bioderm Droplets Particle //============================================================================== datablock ParticleData( BiodermDropletsParticle ) { dragCoefficient = 1; gravityCoefficient = 0.5; inheritedVelFactor = 0.5; constantAcceleration = 0.1; lifetimeMS = 300; lifetimeVarianceMS = 100; textureName = "special/droplet"; colors[0] = "0.1 0.9 0.1 1.0"; colors[1] = "0.2 0.06 0.05 1.0"; colors[2] = "0.0 0.4 0.0 0.0"; sizes[0] = 0.8; sizes[1] = 0.3; sizes[2] = 0.0; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData( BiodermDropletsEmitter ) { ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 2; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 60; thetaMax = 80; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; orientParticles = true; particles = "BiodermDropletsParticle"; }; //------------------------------------------------------------------------------ // Bioderm Explosion //============================================================================== datablock ExplosionData(BiodermExplosion) { soundProfile = BloodSplashSound; particleEmitter = BiodermBloodEmitter; particleDensity = 250; particleRadius = 1.25; faceViewer = true; emitter[0] = BiodermPlayerSplashMistEmitter; emitter[1] = BiodermDropletsEmitter; shockwave = GreenBloodHit; }; datablock GrenadeProjectileData(BiodermBlood) { projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see emitterDelay = -1; directDamage = 0.15; hasDamageRadius = false; indirectDamage = 0.0; damageRadius = 0.15; radiusDamageType = $DamageType::ArmorDeath; kickBackStrength = 0; bubbleEmitTime = 1.0; //sound = BloodSplashSound; explosion = BiodermExplosion; //explodeOnMaxBounce = true; velInheritFactor = 0.5; baseEmitter[0] = BiodermBloodEmitter; grenadeElasticity = 0.4; grenadeFriction = 0.2; armingDelayMS = 100; // was 400 muzzleVelocity = 0; drag = 0.1; }; //------------------------------------------------------------------------------ // Purple Bioderm blood //============================================================================== //------------------------------------------------------------------------------ // Purple Splash Mist //============================================================================== datablock ParticleData(PurpleBiodermPlayerSplashMist) { dragCoefficient = 2.0; gravityCoefficient = -0.05; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 600; lifetimeVarianceMS = 100; useInvAlpha = false; spinRandomMin = -90.0; spinRandomMax = 500.0; textureName = "particleTest"; colors[0] = "0.25 0.12 0.40 0.5"; colors[1] = "0.25 0.12 0.40 0.5"; colors[2] = "0.4 0.0 0.5 0.0"; sizes[0] = 0.5; sizes[1] = 0.5; sizes[2] = 0.8; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData(PurpleBiodermPlayerSplashMistEmitter) { ejectionPeriodMS = 6; periodVarianceMS = 0; ejectionVelocity = 3.0; velocityVariance = 2.0; ejectionOffset = 0.0; thetaMin = 85; thetaMax = 85; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; lifetimeMS = 450; particles = "PurpleBiodermPlayerSplashMist"; }; //------------------------------------------------------------------------------ // Bioderm Purple Pool //============================================================================== datablock ShockwaveData(PurpleBloodHit) { width = 3.0; numSegments = 164; numVertSegments = 35; velocity = -1.5; acceleration = 2.0; lifetimeMS = 800; height = 0.1; verticalCurve = 0.5; mapToTerrain = false; renderBottom = true; orientToNormal = true; texture[0] = "special/shockwave4"; texture[1] = "special/droplet";//"special/gradient"; texWrap = 8.0; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; colors[0] = "0.25 0.12 0.40 0.5"; colors[1] = "0.25 0.12 0.40 0.5"; colors[2] = "0.4 0.0 0.5 0.0"; }; //------------------------------------------------------------------------------ // Purple Bioderm Blood //============================================================================== datablock ParticleData(PurpleBiodermBloodParticle) { dragCoeffiecient = 0.0; gravityCoefficient = 120.0; // drops quickly inheritedVelFactor = 0; lifetimeMS = 1550; // lasts 2 second lifetimeVarianceMS = 300; // ...more or less textureName = "snowflake8x8";//"particletest"; useInvAlpha = true; spinRandomMin = -30.0; spinRandomMax = 30.0; colors[0] = "0.25 0.12 0.40 0.5"; colors[1] = "0.25 0.12 0.40 0.5"; colors[2] = "0.4 0.0 0.5 0.0"; sizes[0] = 0.2; sizes[1] = 0.05; sizes[2] = 0.05; times[0] = 0.0; times[1] = 0.2; times[2] = 1.0; }; datablock ParticleEmitterData(PurpleBiodermBloodEmitter) { ejectionPeriodMS = 15; periodVarianceMS = 5; ejectionVelocity = 1.25; velocityVariance = 0.50; thetaMin = 0.0; thetaMax = 90.0; particles = "PurpleBiodermBloodParticle"; }; //------------------------------------------------------------------------------ // purple Bioderm Droplets Particle //============================================================================== datablock ParticleData( PurpleBiodermDropletsParticle ) { dragCoefficient = 1; gravityCoefficient = 0.5; inheritedVelFactor = 0.5; constantAcceleration = -0.0; lifetimeMS = 300; lifetimeVarianceMS = 100; textureName = "special/droplet"; colors[0] = "0.25 0.12 0.40 0.5"; colors[1] = "0.25 0.12 0.40 0.5"; colors[2] = "0.4 0.0 0.5 0.0"; sizes[0] = 0.8; sizes[1] = 0.3; sizes[2] = 0.0; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData( PurpleBiodermDropletsEmitter ) { ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 2; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 60; thetaMax = 80; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; orientParticles = true; particles = "PurpleBiodermDropletsParticle"; }; //------------------------------------------------------------------------------ // Purple Bioderm Explosion //============================================================================== datablock ExplosionData(PurpleBiodermExplosion) { soundProfile = BloodSplashSound; particleEmitter = PurpleBiodermBloodEmitter; particleDensity = 250; particleRadius = 1.25; faceViewer = true; emitter[0] = PurpleBiodermPlayerSplashMistEmitter; emitter[1] = PurpleBiodermDropletsEmitter; shockwave = PurpleBloodHit; }; datablock GrenadeProjectileData(PurpleBiodermBlood) { projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see emitterDelay = -1; directDamage = 0.0; hasDamageRadius = false; indirectDamage = 0.0; damageRadius = 0.0; radiusDamageType = $DamageType::Default; kickBackStrength = 0; bubbleEmitTime = 1.0; //sound = BloodSplashSound; explosion = PurpleBiodermExplosion; //explodeOnMaxBounce = true; velInheritFactor = 0.5; baseEmitter[0] = PurpleBiodermBloodEmitter; grenadeElasticity = 0.4; grenadeFriction = 0.2; armingDelayMS = 100; // was 400 muzzleVelocity = 0; drag = 0.1; };