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- TIKI
- setup
- {
- scale 1.0
- path models/fx/dummy
- skelmodel dummy2.skd
- }
-
- init
- {
- client
- {
- //cache some stuff used in this effect
- cache bhole_stone.spr // cache the bullet hole shader
- cache bh_stone_piece.spr
- cache stonechip.spr
- cache smokegrenade.spr
-
- // chunky chunks of chunky stuff (colliders)
- sfx originspawn
- (
- model stonechip.spr
- spawnrange 1536
- spritegridlighting
- alpha 0.75
- angles 0 0 crandom 180
- avelocity 0 0 crandom 180
- offsetalongaxis random 4 crandom 3 crandom 3
- count 2
- velocity 240
- randvelaxis random 300 crandom 400 crandom 400
- accel 0 0 -800
- life 1.6 0.8
- scalemin 0.1
- scalemax 0.25
- fadedelay 0.6
- collision
- // bouncefactor 0.2
- // bouncesound snd_bh_debris_stone
- )
-
- // chunky chunks of chunky stuff (non-colliders)
- sfx originspawn
- (
- model bh_stone_piece.spr
- spawnrange 1536
- spritegridlighting
- alpha 0.75
- angles 0 0 crandom 180
- avelocity 0 0 crandom 180
- offsetalongaxis random 4 crandom 3 crandom 3
- count 2
- velocity 240
- randvelaxis random 300 crandom 400 crandom 400
- accel 0 0 -800
- life 1.6 0.8
- scalemin 0.1
- scalemax 0.25
- fadedelay 0.6
- // collision
- // bouncefactor 0.2
- // bouncesound snd_bh_debris_stone
- )
-
- sfx originspawn
- (
- model smokegrenade.spr
- cone 24 10
- count 2
- scalemin .35
- scalemax .5
- scalerate 1
- // radialvelocity 128 0 16
- randvelaxis random 96 crandom 24 range 24 48
- friction 2
- life .5 .3
- alpha 0.3
- fade
- color .7 .7 .7
- varycolor
- spritegridlighting
- )
-
- // first bit of lingering smoke
- // sfx originspawn
- // (
- // volumetric
- // model bulletimpact // sets the type of smoke
- // life 10 // amount of smoke
- // scale 1.5 // radius
- // alpha 0.3 // density
- // color 0.7 0.7 0.7 // RBG color of the smoke
- // velocity 12 // base velocity away from the surface
- // randvelaxis random 4 0 0 // velocity offset
- // offsetalongaxis 4 crandom 4 crandom 4 // positional offset
- //// collision // turn on collision detection
- // smokeparms 0 .8 0
- // )
- //
- // // second bit of lingering smoke
- // delayedsfx 0.15 originspawn
- // (
- // volumetric
- // model bulletimpact // sets the type of smoke
- // life 10 // amount of smoke
- // scale 1.5 // radius
- // alpha 0.25 // density
- // color 0.7 0.7 0.7 // RBG color of the smoke
- // velocity 10 // base velocity away from the surface
- // randvelaxis random 4 0 0 // velocity offset
- // offsetalongaxis 4 crandom 2 crandom 2 // positional offset
- //// collision // turn on collision detection
- // smokeparms 0 .8 0
- // )
- //
- // // third bit of lingering smoke
- // delayedsfx 0.3 originspawn
- // (
- // volumetric
- // model bulletimpact // sets the type of smoke
- // life 10 // amount of smoke
- // scale 1.5 // radius
- // alpha 0.25 // density
- // color 0.7 0.7 0.7 // RBG color of the smoke
- // velocity 8 // base velocity away from the surface
- // randvelaxis random 4 0 0 // velocity offset
- // offsetalongaxis 4 crandom 2 crandom 2 // positional offset
- //// collision // turn on collision detection
- // smokeparms 0 .8 0
- // )
- }
- }
-
- // This section is just needed to be a valid tiki file
- animations
- {
- idle dummy2.skc
- }