datablock ParticleData(PrepperParticle){ dragCoefficient = 5.0; gravityCoefficient = 0.0; inheritedVelFactor = 0.0; windCoefficient = 0; constantAcceleration = 0.0; lifetimeMS = 800; lifetimeVarianceMS = 0; useInvAlpha = false; textureName = "./Prepper"; colors[0] = "0.1 0.1 0.1 0.7"; colors[1] = "1 0 0 0.8"; colors[2] = "1 1 1 0.5"; sizes[0] = 1; sizes[1] = 1.5; sizes[2] = 1.3; times[0] = 0; times[1] = 0.5; times[2] = 1.0;};datablock ParticleEmitterData(PrepperEmitter){ ejectionPeriodMS = 35; periodVarianceMS = 0; ejectionVelocity = 0.0; ejectionOffset = 1.8; velocityVariance = 0.0; thetaMin = 0; thetaMax = 0; phiReferenceVel = 0; phiVariance = 0; overrideAdvance = false; lifeTimeMS = 100; particles = "PrepperParticle"; doFalloff = true; //if we do fall off with this emitter it ends up flickering, for most emitters you want this TRUE emitterNode = GenericEmitterNode; //used when placed on a brick pointEmitterNode = TenthEmitterNode; //used when placed on a 1x1 brick //uiName = "Scary Face";};datablock ExplosionData(PrepperExplosion){ lifeTimeMS = 2000; emitter[0] = PrepperEmitter; //soundProfile = PrepperSound;};datablock ProjectileData(PrepperProjectile){ explosion = PrepperExplosion; armingDelay = 0; lifetime = 10; explodeOnDeath = true; //uiName = "Face Scary";};
Lol... Didn't you hear? Prepper got removed. PM and I can send it to you.
That code doesn't spawn prepper.
So how do I get it to only check for Slate Nightmare?