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humanBuildableBleedPS
{
  ejector
  {
    particle // residual sparks
    {
      shader sync spark00

      displacement 0 0 0 ~1
						normalDisplacement -8

      velocityType static
      velocityDir linear
      velocityMagnitude 200
      velocity 0 0 0.2 ~60

      accelerationType static
      accelerationDir linear
      accelerationMagnitude 500
      acceleration 0~360 0~360 -1 0

      radius 0 1.5~1 0
      alpha  0 1 1
      rotation 0 ~360 -
      bounce 0.6

      lifeTime 600~20%
    }

    count 1~2
    delay 0
    period 0 - 0
  }
		
  ejector // impact sparks
  {
    particle
    {
      shader sync  spark01frame01 spark01frame03

      displacement 0 0 0 4

      normalDisplacement 15

      velocityType static
      accelerationType static

      radius 0 10~60% 0~4
      alpha  0 1 0
      rotation 0 ~360 -
      bounce 0

      lifeTime 100
    }

    count 1~1
    delay 0
    period 0 - 0
  }
}

humanBuildableDamagedPS
{
  ejector
  {
    particle
    {
      shader sync gfx/sprites/smoke

      displacement 0 0 16 0

      velocityType static
      velocityDir linear
      velocityMagnitude 25
      velocity 0 0 1 ~60

      accelerationType static
      accelerationDir linear
      accelerationMagnitude 25
      acceleration  0 0 1 0

      radius 0 10 50
      alpha  0 0.6 0
      rotation 0 ~360 -
      bounce 0.5

      lifeTime 1000~25%
    }

    count infinite
    delay 0
    period 100 - 0
  }

  ejector
  {
    particle
    {
      shader sync spark00

      displacement 0 0 11 0

      velocityType static
      velocityDir linear
      velocityMagnitude 200
      velocity 0 0 1 ~60

      accelerationType static
      accelerationDir linear
      accelerationMagnitude 800
      acceleration 0 0 -1 0

      radius 0 4 0
      alpha  0 1 0
      rotation 0 ~360 -
      bounce 0.6

      lifeTime 1500~50%
    }

    count infinite
    delay 0
    period 700 - 0
  }
}

humanBuildableDestroyedTrailPS
{
  ejector // fire trail
  {
    particle
    {
      shader sync fire09 fire10 fire11 fire12 fire13 fire14 fire15 fire16 fire17 fire18 fire19

      displacement 0 0 6 0

      velocityType static
      velocityDir linear
      velocityMagnitude 30
      velocity 0 0 0 ~60

      radius 0 5 15
      alpha 150 1 0
      rotation 0 ~360 -
      bounce 0.3

      lifeTime 200
    }
    count 110
    delay 0
    period 10 - 0
  }
		
		ejector // smoke trail
  {
		  particle
    {
      shader sync gfx/sprites/smoke

      displacement 0 0 15 0

      velocityType static
      velocityDir linear
      velocityMagnitude 30
      velocity 0 0 0 ~60

      accelerationType static
      accelerationDir linear
      accelerationMagnitude 25
      acceleration 0 0 0.2 0

      radius 0 4 20~5
      alpha  0 0.250.1 0
      rotation 0 ~360 -
      bounce 0.3

      lifeTime 450~100
    }
				count 70
    delay 15
    period 10 - 0
  }
		
		ejector // debris upward fire
  {
		  particle
    {
      shader sync fire08 fire09 fire10 fire11 fire12 fire13 fire14 fire15 fire16 fire17 fire18 fire19

      displacement 0~4 0~4 6 0

      velocityType static
      velocityDir linear
      velocityMagnitude 40~5
      velocity  0.1 0.1 0.5~1 0.1

      accelerationType static
      accelerationDir linear
      accelerationMagnitude 50
      acceleration 0 0 -0.3 0

      radius 0 6~2 11~2
      rotation 0 ~360 -
      bounce 0

      lifeTime 700~100
    }

    count 50~10
    delay 200
    period 100~40 - 0
  }
		
  ejector // debris base fire
  {
				particle
    {
      shader sync fire05 fire06 fire07 fire08 fire09 fire10 fire11 fire12 fire13 fire14 fire15 fire16 fire17 fire18 fire19

      displacement 0 0 6 0

      velocityType static
      velocityDir linear
      velocityMagnitude 1
      velocity 0 0 0 0

      accelerationType static
      accelerationDir linear
      accelerationMagnitude 1
      acceleration 0 0 0 0

      radius 0 8 16
      rotation 0 ~360 -
      bounce 0

      lifeTime 1000~100
    }

    count 40
    delay 1300
    period 112~40% - 0
  }
}

humanBuildableDestroyedPS
{
  ejector // boom
  {
				particle // light up environment
    {
      dynamicLight 0 300 0 { 1 0.75 0 }
      lifeTime 600~100
    }

				particle // explosion ring 1
    {
      shader sync radialblast01 radialblast02 radialblast03 radialblast04 radialblast05

      displacement 0 0 0 0

      normalDisplacement 15

      velocityType static
      accelerationType static

      radius 0 40 150
      alpha 0 1 0
      rotation 0 ~360 -
      bounce 0
      
      scaleWithCharge 0.1

      lifeTime 200
    }
				
				particle // explosion ring 2
    {
      shader sync radialblast03 radialblast03 radialblast03 radialblast03 radialblast04 radialblast05

      displacement 0 0 0 0

      normalDisplacement 15

      velocityType static
      accelerationType static

      radius 0 0 100
      alpha 0 1 0
      rotation 0 ~360 -
      bounce 0
      
      scaleWithCharge 0.10

      lifeTime 100
    }
				
				particle // explosion flash
    {
      shader sync explosionflash

      displacement 0 0 0 0

      normalDisplacement 100

      velocityType static
      accelerationType static

      radius 0 100 0
      alpha 80 1 0
      rotation 0 ~360 -
      bounce 0
      
      scaleWithCharge 0.1

      lifeTime 200
    }

    count 1
    delay 0
    period 0 - ~0%
  }

  ejector // sparks
  {
    particle // spam some sparks
    {
      shader sync spark00

      displacement 0 0 8 0

      velocityType static
      velocityDir linear
      velocityMagnitude 350~75%
      velocity 0 0 1 ~60

      accelerationType static
      accelerationDir linear
      accelerationMagnitude 800
      acceleration 0 0 -1 0

      radius 0 2 0
      alpha  0 1 0
      rotation 0 ~360 -
      bounce 0.4~100%

      lifeTime 3000~90%
    }

    count 50
    delay 0
    period 0 - 0
		}

  ejector // debris
  {
		  particle // metal gib models with child trail
    {
      model models/fx/metal_gibs/m_gib1.md3 models/fx/metal_gibs/m_gib2.md3 models/fx/metal_gibs/m_gib3.md3 models/fx/metal_gibs/m_gib5.md3 models/fx/metal_gibs/m_gib6.md3 models/fx/metal_gibs/m_gib7.md3 models/fx/metal_gibs/m_gib8.md3

      displacement 0 0 40 0

      velocityType static
      velocityDir linear
      velocityMagnitude 300~75%
      velocity 0 0 1 ~60

      accelerationType static
      accelerationDir linear
      accelerationMagnitude 800
      acceleration 0 0 -1 0

      radius 5900 1~30% 0
      bounce 0.2
      bounceMark 1~1 16 gfx/marks/burn_mrk
      bounceSound ~1 sound/buildables/human/fragmentbounce.wav

      lifeTime        7000~1000
						childSystem humanBuildableDestroyedTrailPS
    }

    count 3~1
    delay 0
    period 10 - 0
  }

  ejector // quick large puffy explosion clouds
  {
    particle
    {
      shader sync smoke01 smoke02 smoke03 smoke04 smoke05 smoke06 smoke07 smoke08 smoke09 smoke10 smoke11 smoke12 smoke13 smoke14 smoke15 smoke16

      displacement ~20 ~20 ~20 10

      parentVelocityFraction 0.5

						velocityType static
      velocityDir linear
      velocityMagnitude 150
      velocity ~1 ~1 0.2 ~50

      radius 0 5~20 200~20
      alpha  0 0.4 0
      rotation 0 ~360 -
      bounce 0

      lifeTime 600
    }

    count 6
    delay 0
    period 0 - 0
  }
}