//------------------------------------------------------------------------------ // Human Death Effects v3.0 // Effects By: LuCiD //============================================================================== // see player.cs for functions. datablock AudioProfile(BloodSplashSound) { filename = "fx/armor/light_LF_water.wav"; description = AudioClosest3d; preload = true; }; //------------------------------------------------------------------------------ // Splash Mist //============================================================================== datablock ParticleData(HumanRedPlayerSplashMist) { 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] = "0.9 0.1 0.1 0.5"; colors[1] = "0.6 0.05 0.05 0.5"; colors[2] = "0.4 0.0 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(HumanRedPlayerSplashMistEmitter) { ejectionPeriodMS = 6; periodVarianceMS = 1; ejectionVelocity = 4.0; velocityVariance = 2.0; ejectionOffset = 0.0; thetaMin = 85; thetaMax = 85; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; lifetimeMS = 450; particles = "HumanRedPlayerSplashMist"; }; //------------------------------------------------------------------------------ // Human Red Pool //============================================================================== datablock ShockwaveData(RedBloodHit) { 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] = "0.9 0.1 0.1 0.5"; colors[1] = "0.6 0.05 0.05 0.5"; colors[2] = "0.4 0.0 0.0 0.0"; }; //------------------------------------------------------------------------------ // Human Red Blood //============================================================================== datablock ParticleData(HumanRedBloodParticle) { dragCoeffiecient = 0.0; gravityCoefficient = 120.0; inheritedVelFactor = 0.0; lifetimeMS = 1600; lifetimeVarianceMS = 000; textureName = "snowflake8x8";//"particletest"; useInvAlpha = true; spinRandomMin = -30.0; spinRandomMax = 30.0; colors[0] = "0.9 0.1 0.1 0.5"; colors[1] = "0.6 0.05 0.05 0.5"; colors[2] = "0.4 0.0 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(HumanRedBloodEmitter) { ejectionPeriodMS = 15; periodVarianceMS = 5; ejectionVelocity = 1.25; velocityVariance = 0.50; thetaMin = 0.0; thetaMax = 90.0; particles = "HumanRedBloodParticle"; }; //------------------------------------------------------------------------------ // Human Red Droplets Particle //============================================================================== datablock ParticleData( HumanRedDropletsParticle ) { dragCoefficient = 1; gravityCoefficient = 0.5; inheritedVelFactor = 0.5; constantAcceleration = 0.1; lifetimeMS = 300; lifetimeVarianceMS = 100; textureName = "special/droplet"; colors[0] = "0.9 0.1 0.1 1.0"; colors[1] = "0.6 0.05 0.05 1.0"; colors[2] = "0.4 0.0 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( HumanRedDropletsEmitter ) { 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 = "HumanRedDropletsParticle"; }; //------------------------------------------------------------------------------ // Human Red Explosion //============================================================================== datablock ExplosionData(HumanRedExplosion) { soundProfile = BloodSplashSound; particleEmitter = HumanRedBloodEmitter; particleDensity = 250; particleRadius = 1.25; faceViewer = true; emitter[0] = HumanRedPlayerSplashMistEmitter; emitter[1] = HumanRedDropletsEmitter; shockwave = RedBloodHit; }; datablock GrenadeProjectileData(HumanBlood) { 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 = HumanRedExplosion; //explodeOnMaxBounce = true; velInheritFactor = 0.5; baseEmitter[0] = HumanRedBloodEmitter; grenadeElasticity = 0.4; grenadeFriction = 0.2; armingDelayMS = 100; // was 400 muzzleVelocity = 0; drag = 0.1; };