16
Drama / Muffinmix' friend is definately not my friend
« on: July 05, 2009, 03:21:03 PM »
It's Mew apparently (multiple accounts), just saying.
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In and Anyone that uses a loving stupid jpeg is forever banned. I.E U R GAY
YOU CAN'T TOUCH THIS, NEW RULE NOBODY UNDER THE AGE OF 18 HOW BOUT DEM APPLES
datablock ExplosionData(ParentExplosion)
{
...
subExplosion[0] = DaughterExplosion1;
subExplosion[1] = DaughterExplosion2;
subExplosion[2] = DaughterExplosion3;
subExplosion[3] = DaughterExplosion4;
subExplosion[4] = DaughterExplosion5;
...
};
datablock ExplosionData(ParentExplosion)
{
...
subExplosion[0] = DaughterExplosion1;
subExplosion[1] = DaughterExplosion1;
subExplosion[2] = DaughterExplosion1;
subExplosion[3] = DaughterExplosion2;
subExplosion[4] = DaughterExplosion2;
...
};
datablock ExplosionData(DaughterExplosion1)
{
...
subExplosion[0] = DaughtersSubExplosion1;
subExplosion[1] = DaughtersSubExplosion2;
subExplosion[2] = DaughtersSubExplosion3;
subExplosion[3] = DaughterExplosion2; //And for good measure you may also refer explosions from the Parent explosion
subExplosion[4] = DaughterExplosion2;
...
};
datablock ParticleData(rainDebrisParticle)
{
dragCoefficient = 1.2;
gravityCoefficient = 0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 100;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.1 0.2 0.8 0.4";
colors[1] = "0.1 0.1 0.6 0.2";
sizes[0] = 0.08;
sizes[1] = 0.05;
useInvAlpha = false;
};
datablock ParticleEmitterData(rainDebrisEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0;
ejectionOffset = 0;
thetaMin = 0;
thetaMax = 50;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "rainDebrisParticle";
};
datablock ParticleData(rainDebriloveplosion1Particle)
{
dragCoefficient = 0.0;
gravityCoefficient = 0.2;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 100;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.1 0.2 0.8 0.4";
colors[1] = "0.1 0.1 0.6 0.0";
sizes[0] = 0.15;
sizes[1] = 0.15;
useInvAlpha = false;
};
datablock ParticleEmitterData(rainDebriloveplosion1Emitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0;
ejectionOffset = 0;
thetaMin = 0;
thetaMax = 50;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "rainDebriloveplosion1Particle";
};
datablock ParticleData(rainDebriloveplosion2Particle)
{
dragCoefficient = 0.0;
gravityCoefficient = 0.2;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 100;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.1 0.2 0.8 0.4";
colors[1] = "0.1 0.1 0.6 0.2";
sizes[0] = 0.10;
sizes[1] = 0.05;
useInvAlpha = false;
};
datablock ParticleEmitterData(rainDebriloveplosion2Emitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 0;
ejectionOffset = 0;
thetaMin = 95;
thetaMax = 100;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "rainDebriloveplosion2Particle";
};
datablock ExplosionData(rainDebriloveplosion)
{
explosionShape = "";
//soundProfile = "";
lifeTimeMS = 20;
particleEmitter = rainDebriloveplosion1Emitter;
particleDensity = 1;
particleRadius = 0.0;
emitter[0] = rainDebriloveplosion2Emitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "3.0 10.0 3.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 0;
lightStartColor = "0 0 0 0";
lightEndColor = "0 0 0 0";
damageRadius = 0;
radiusDamage = 0;
impulseRadius = 0;
impulseForce = 0;
};
datablock DebrisData(rainMakerDebris)
{
emitters = "rainDebrisEmitter";
Explosion = "rainDebriloveplosion";
texture = "base/data/particles/cloud";
elasticity = 0.0;
friction = 0.2;
numBounces = 1;
bounceVariance = 0;
explodeOnMaxBounce = true;
staticOnMaxBounce = false;
snapOnMaxBounce = false;
minSpinSpeed = -500;
maxSpinSpeed = 500;
render2D = true;
lifetime = 10.0;
lifetimeVariance = 0.0;
velocity = 35;
velocityVariance = 5;
fade = false;
useRadiusMass = true;
baseRadius = 0.01;
gravModifier = 0.9;
terminalVelocity = 80;
ignoreWater = false;
};
datablock ExplosionData(rainMakerExplosion)
{
explosionShape = "";
//soundProfile = "";
lifeTimeMS = 150;
debris = rainMakerDebris;
debrisNum = 100; //Yeah, 100 loving debris per explosion would lag anyone to death. It's likely actually less then that, I reckon around 30 is the default max.
debrisNumVariance = 10;
debrisPhiMin = 0;
debrisPhiMax = 360;
debrisThetaMin = 0;
debrisThetaMax = 50;
debrisVelocity = 20;
debrisVelocityVariance = 15;
//particleEmitter = positionTestEmitter;
//particleDensity = 10;
//particleRadius = 0.2;
//emitter[0] = testEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "3.0 10.0 3.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 0;
lightStartColor = "0 0 0 0";
lightEndColor = "0 0 0 0";
damageRadius = 0;
radiusDamage = 0;
impulseRadius = 0;
impulseForce = 0;
};
AddDamageType("TankShellDirect", '<bitmap:add-ons/Projectile_GravityRocket/rocket> %1', '%2 <bitmap:add-ons/Projectile_GravityRocket/rocket> %1',1,1);
AddDamageType("TankShellRadius", '<bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1', '%2 <bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1',1,0);
datablock ProjectileData(rainMakerProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 0;
directDamageType = $DamageType::TankShellDirect;
radiusDamageType = $DamageType::TankShellRadius;
impactImpulse = 0;
verticalImpulse = 0;
explosion = rainMakerExplosion;
//particleEmitter = none;
brickExplosionRadius = 0;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 0;
brickExplosionMaxVolume = 0; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 0; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
//sound = none;
muzzleVelocity = 20;
velInheritFactor = 1.0;
armingDelay = 100;
lifetime = 100;
fadeDelay = 100;
bounceElasticity = 0.99;
bounceFriction = 0.0;
isBallistic = true;
gravityMod = 0.0;
hasLight = false;
lightRadius = 5.0;
lightColor = "1 0.5 0.0";
explodeOnDeath = 1;
uiName = "Weather Physics Rain"; //There will likely be many more physics-assisted weather effects, so I'll name it this way to keep it in order
};