datablock ExplosionData(gunExplosion)
{
//explosionShape = "";
soundProfile = bulletHitSound;
lifeTimeMS = 150;
//here is where particles are handled. your yellow splatter can go
particleEmitter = gunExplosionEmitter;
particleDensity = 5; //change this number if you want more splatter
particleRadius = 0.2;
//this is the general emitter. its always attached to the base of the explosion. use this for rings or coronas and stuff
emitter[0] = gunExplosionRingEmitter;
faceViewer = true;
explosionScale = "1 1 1";
//all this stuff controls the explosion camera shake
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
//debris stuff. use this for the other color of splatter you want
debris = YourDebrisData;
debrisThetaMin = 0;
debrisThetaMax = 90; //90
debrisPhiMin = 0;
debrisPhiMax = 360;
debrisNum = 6;
debrisNumVariance = 2;
debrisVelocity = 8;
debrisVelocityVariance = 3;
// Dynamic light
lightStartRadius = 2;
lightEndRadius = 2;
lightStartColor = "0.5 0.8 0.9";
lightEndColor = "0 0 0";
};
because there's only one 'particle' supported per explosion, you can only handle one of the two colors of splatter you want. however, you can utilize debris data for the other color, like maybe the red or whatever
datablock DebrisData(Whatever debris)
{
emitters = "YourRedEmitterHere";
shapeFile = "base/data/shapes/empty.dts";
lifetime = 1;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.01;
friction = 0.2;
numBounces = 0;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;
gravModifier = 3;
};