Posted: Sun Mar 28, 2004 9:56 pm
lol tom you rock m8!!!!
Code: Select all
local.master = spawn ScriptMaster
local.master aliascache flush_gate
Code: Select all
TIKI
setup
{
scale 1.0
path models/fx/dummy
skelmodel dummy3.skd
}
init
{
server
{
classname effectentity
notsolid
rendereffects +dontdraw
}
client
{
cache spritely_water.spr
cache waterplume.spr
}
}
animations
{
idle dummy3.skc
start dummy3.skc
{
server
{
last commanddelay 1 anim idle
}
client
{
enter sound arty_exp_water
enter originspawn
(
count 1
model spritely_water.spr
offset 0 0 32 // image is 256 tall
life .5
scale .125 // z offset is image heigt * scale / 2
scalerate 16
randvel 0 0 512 // z vel is image height * scale * scalerate / 2
fadedelay .25
physicsrate every // simple velocity physics are cheap
)
enter originspawn
(
count 50
model waterplume.spr
offset crandom 60 crandom 60 0
angles 270 270 crandom 360
velocity 150
randvel crandom 40 crandom 40 random 800
clampvel -40 40 -40 40 -250 99999
avelocity 0 0 crandom 90
accel 0 0 -800
life 3 .5
scale 0.5
scalerate 1
fadedelay 1
)
enter originspawn
(
count 30
model waterplume.spr
offset crandom 20 crandom 20 0
offsetalongaxis random 100 0 0
angles 270 270 crandom 360
velocity 500
randvel crandom 50 crandom 50 random 1200
clampvel -60 60 -60 60 -350 99999
avelocity 0 0 crandom 90
accel 0 0 -1200
life 1.5 .4
scale 0.5
scalerate 0.5
fadedelay 1.2
)
}
}
}
/*QUAKED animate_fx_mortar-water (0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
Benson Russell - 9-27-2001 - mortar impact effect for water
*/
Code: Select all
TIKI
setup
{
scale 1.0
path models/fx/dummy
skelmodel dummy3.skd
}
init
{
server
{
classname effectentity
notsolid
rendereffects +dontdraw
}
client
{
cache spritely_water.spr
cache waterplume.spr
}
}
animations
{
idle dummy3.skc
start dummy3.skc
{
server
{
last commanddelay 1 anim idle
}
client
{
enter sound grenade_exp_water
enter originspawn // big one
(
count 40
model waterplume.spr
offset crandom 60 0 0
//angles 270 0 0
color .9 .95 1 // light blue
velocity 150
//randvel crandom 256 0 0
randvel crandom 150 crandom 50 crandom 40
clampvel -250 99999 -40 40 -40 40
avelocity crandom 90 0 0
accel -800 0 0 // accelerate xyz
life 1 .5
scale 0.5
scalerate 1
fadedelay 1
)
enter originspawn // small one
(
count 40
model waterplume.spr
offset crandom 40 crandom 0 crandom 0
//offsetalongaxis 0 5 5
//angles 270 0 0
color .9 .95 1 // light blue
velocity 512
randvel crandom 80 crandom 20 crandom 20
clampvel -350 99999 -30 30 -30 30
avelocity crandom 90 0 0
accel -1000 0 0 // accelerate xyz
life 1 .4
scale 0.5
scalerate 0.5
fadedelay 1.2
)
}
}
}
/*QUAKED animate_fx_gateflush (0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
Stargate flush effect
*/
Code: Select all
waterplume
{
cull none
spriteGen parallel_oriented
{
clampmap textures/effects/h2o_hit.tga
blendfunc blend
alphaGen vertex
rgbGen vertex
}
}
