mirror of
https://github.com/Ragora/T2-BoL.git
synced 2026-01-21 03:54:44 +00:00
406 lines
12 KiB
PHP
406 lines
12 KiB
PHP
//------------------------------------------------------------------------------
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// Bioderm Death Effects v3.0
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// Effects by: LuCiD
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//==============================================================================
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// see player.cs for functions.
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//------------------------------------------------------------------------------
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// Splash Mist
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//==============================================================================
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datablock ParticleData(BiodermPlayerSplashMist)
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{
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dragCoefficient = 2.0;
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gravityCoefficient = -0.05;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 100;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 500.0;
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textureName = "particleTest";
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colors[0] = "0.1 0.9 0.1 0.5";
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colors[1] = "0.2 0.09 0.05 0.5";
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colors[2] = "0.0 0.4 0.0 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.8;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(BiodermPlayerSplashMistEmitter)
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{
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ejectionPeriodMS = 6;
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periodVarianceMS = 0;
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ejectionVelocity = 3.0;
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velocityVariance = 2.0;
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ejectionOffset = 0.0;
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thetaMin = 85;
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thetaMax = 85;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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lifetimeMS = 450;
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particles = "BiodermPlayerSplashMist";
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};
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//------------------------------------------------------------------------------
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// Bioderm Green Pool
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//==============================================================================
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datablock ShockwaveData(GreenBloodHit)
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{
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width = 3.0;
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numSegments = 164;
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numVertSegments = 35;
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velocity = -1.5;
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acceleration = 2.0;
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lifetimeMS = 800;
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height = 0.1;
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verticalCurve = 0.5;
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mapToTerrain = false;
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renderBottom = true;
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orientToNormal = true;
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texture[0] = "special/shockwave4";
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texture[1] = "special/droplet";//"special/gradient";
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texWrap = 8.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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colors[0] = "0.1 0.9 0.1 0.5";
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colors[1] = "0.5 0.06 0.05 0.5";
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colors[2] = "0.0 0.4 0.0 0.0";
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};
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//------------------------------------------------------------------------------
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// Bioderm Blood
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//==============================================================================
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datablock ParticleData(BiodermBloodParticle)
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{
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dragCoeffiecient = 0.0;
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gravityCoefficient = 120.0; // drops quickly
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inheritedVelFactor = 0;
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lifetimeMS = 1600; // lasts 2 second
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lifetimeVarianceMS = 000; // ...more or less
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textureName = "snowflake8x8";//"particletest";
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useInvAlpha = true;
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spinRandomMin = -30.0;
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spinRandomMax = 30.0;
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colors[0] = "0.1 0.9 0.1 0.5";
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colors[1] = "0.2 0.06 0.05 0.5";
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colors[2] = "0.0 0.4 0.0 0.0";
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sizes[0] = 0.2;
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sizes[1] = 0.05;
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sizes[2] = 0.06;
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times[0] = 0.0;
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times[1] = 0.2;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(BiodermBloodEmitter)
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{
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ejectionPeriodMS = 15;
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periodVarianceMS = 5;
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ejectionVelocity = 1.25;
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velocityVariance = 0.50;
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thetaMin = 0.0;
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thetaMax = 90.0;
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particles = "BiodermBloodParticle";
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};
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//------------------------------------------------------------------------------
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// Bioderm Droplets Particle
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//==============================================================================
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datablock ParticleData( BiodermDropletsParticle )
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{
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dragCoefficient = 1;
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gravityCoefficient = 0.5;
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inheritedVelFactor = 0.5;
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constantAcceleration = 0.1;
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lifetimeMS = 300;
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lifetimeVarianceMS = 100;
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textureName = "special/droplet";
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colors[0] = "0.1 0.9 0.1 1.0";
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colors[1] = "0.2 0.06 0.05 1.0";
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colors[2] = "0.0 0.4 0.0 0.0";
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sizes[0] = 0.8;
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sizes[1] = 0.3;
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sizes[2] = 0.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData( BiodermDropletsEmitter )
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{
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ejectionPeriodMS = 7;
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periodVarianceMS = 0;
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ejectionVelocity = 2;
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velocityVariance = 1.0;
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ejectionOffset = 0.0;
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thetaMin = 60;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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particles = "BiodermDropletsParticle";
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};
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//------------------------------------------------------------------------------
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// Bioderm Explosion
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//==============================================================================
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datablock ExplosionData(BiodermExplosion)
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{
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soundProfile = BloodSplashSound;
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particleEmitter = BiodermBloodEmitter;
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particleDensity = 250;
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particleRadius = 1.25;
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faceViewer = true;
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emitter[0] = BiodermPlayerSplashMistEmitter;
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emitter[1] = BiodermDropletsEmitter;
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shockwave = GreenBloodHit;
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};
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datablock GrenadeProjectileData(BiodermBlood)
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{
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projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see
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emitterDelay = -1;
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directDamage = 0.15;
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hasDamageRadius = false;
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indirectDamage = 0.0;
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damageRadius = 0.15;
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radiusDamageType = $DamageType::ArmorDeath;
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kickBackStrength = 0;
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bubbleEmitTime = 1.0;
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//sound = BloodSplashSound;
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explosion = BiodermExplosion;
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//explodeOnMaxBounce = true;
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velInheritFactor = 0.5;
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baseEmitter[0] = BiodermBloodEmitter;
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grenadeElasticity = 0.4;
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grenadeFriction = 0.2;
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armingDelayMS = 100; // was 400
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muzzleVelocity = 0;
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drag = 0.1;
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};
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//------------------------------------------------------------------------------
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// Purple Bioderm blood
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//==============================================================================
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//------------------------------------------------------------------------------
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// Purple Splash Mist
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//==============================================================================
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datablock ParticleData(PurpleBiodermPlayerSplashMist)
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{
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dragCoefficient = 2.0;
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gravityCoefficient = -0.05;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 100;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 500.0;
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textureName = "particleTest";
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colors[0] = "0.25 0.12 0.40 0.5";
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colors[1] = "0.25 0.12 0.40 0.5";
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colors[2] = "0.4 0.0 0.5 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.8;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(PurpleBiodermPlayerSplashMistEmitter)
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{
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ejectionPeriodMS = 6;
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periodVarianceMS = 0;
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ejectionVelocity = 3.0;
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velocityVariance = 2.0;
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ejectionOffset = 0.0;
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thetaMin = 85;
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thetaMax = 85;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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lifetimeMS = 450;
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particles = "PurpleBiodermPlayerSplashMist";
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};
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//------------------------------------------------------------------------------
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// Bioderm Purple Pool
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//==============================================================================
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datablock ShockwaveData(PurpleBloodHit)
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{
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width = 3.0;
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numSegments = 164;
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numVertSegments = 35;
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velocity = -1.5;
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acceleration = 2.0;
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lifetimeMS = 800;
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height = 0.1;
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verticalCurve = 0.5;
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mapToTerrain = false;
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renderBottom = true;
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orientToNormal = true;
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texture[0] = "special/shockwave4";
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texture[1] = "special/droplet";//"special/gradient";
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texWrap = 8.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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colors[0] = "0.25 0.12 0.40 0.5";
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colors[1] = "0.25 0.12 0.40 0.5";
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colors[2] = "0.4 0.0 0.5 0.0";
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};
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//------------------------------------------------------------------------------
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// Purple Bioderm Blood
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//==============================================================================
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datablock ParticleData(PurpleBiodermBloodParticle)
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{
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dragCoeffiecient = 0.0;
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gravityCoefficient = 120.0; // drops quickly
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inheritedVelFactor = 0;
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lifetimeMS = 1550; // lasts 2 second
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lifetimeVarianceMS = 300; // ...more or less
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textureName = "snowflake8x8";//"particletest";
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useInvAlpha = true;
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spinRandomMin = -30.0;
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spinRandomMax = 30.0;
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colors[0] = "0.25 0.12 0.40 0.5";
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colors[1] = "0.25 0.12 0.40 0.5";
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colors[2] = "0.4 0.0 0.5 0.0";
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sizes[0] = 0.2;
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sizes[1] = 0.05;
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sizes[2] = 0.05;
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times[0] = 0.0;
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times[1] = 0.2;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(PurpleBiodermBloodEmitter)
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{
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ejectionPeriodMS = 15;
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periodVarianceMS = 5;
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ejectionVelocity = 1.25;
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velocityVariance = 0.50;
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thetaMin = 0.0;
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thetaMax = 90.0;
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particles = "PurpleBiodermBloodParticle";
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};
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//------------------------------------------------------------------------------
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// purple Bioderm Droplets Particle
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//==============================================================================
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datablock ParticleData( PurpleBiodermDropletsParticle )
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{
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dragCoefficient = 1;
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gravityCoefficient = 0.5;
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inheritedVelFactor = 0.5;
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constantAcceleration = -0.0;
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lifetimeMS = 300;
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lifetimeVarianceMS = 100;
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textureName = "special/droplet";
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colors[0] = "0.25 0.12 0.40 0.5";
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colors[1] = "0.25 0.12 0.40 0.5";
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colors[2] = "0.4 0.0 0.5 0.0";
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sizes[0] = 0.8;
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sizes[1] = 0.3;
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sizes[2] = 0.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData( PurpleBiodermDropletsEmitter )
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{
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ejectionPeriodMS = 7;
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periodVarianceMS = 0;
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ejectionVelocity = 2;
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velocityVariance = 1.0;
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ejectionOffset = 0.0;
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thetaMin = 60;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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particles = "PurpleBiodermDropletsParticle";
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};
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//------------------------------------------------------------------------------
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// Purple Bioderm Explosion
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//==============================================================================
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datablock ExplosionData(PurpleBiodermExplosion)
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{
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soundProfile = BloodSplashSound;
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particleEmitter = PurpleBiodermBloodEmitter;
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particleDensity = 250;
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particleRadius = 1.25;
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faceViewer = true;
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emitter[0] = PurpleBiodermPlayerSplashMistEmitter;
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emitter[1] = PurpleBiodermDropletsEmitter;
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shockwave = PurpleBloodHit;
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};
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datablock GrenadeProjectileData(PurpleBiodermBlood)
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{
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projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = false;
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indirectDamage = 0.0;
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damageRadius = 0.0;
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radiusDamageType = $DamageType::Default;
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kickBackStrength = 0;
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bubbleEmitTime = 1.0;
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//sound = BloodSplashSound;
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explosion = PurpleBiodermExplosion;
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//explodeOnMaxBounce = true;
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velInheritFactor = 0.5;
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baseEmitter[0] = PurpleBiodermBloodEmitter;
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grenadeElasticity = 0.4;
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grenadeFriction = 0.2;
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armingDelayMS = 100; // was 400
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muzzleVelocity = 0;
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drag = 0.1;
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};
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