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- particlesystem "Power" 1.00 {
- position = XYZ(0,20,-100)
-
- eventsequence "Hit1" {
- sourceblendmode = BLEND_LAMP
- loops = 1
- numparticles = 1
- gravity = XYZ(0,0,0)
- emitrate = 10
- emitradius = xyz(0,0,0)
- lifetime = 0.8
- texture = "effect\\particle\shock.tga"
-
- initial size = 70
- initial PartAngle = xyz(0,0,0)
- initial color = rgba(100,255,100,255)
- initial velocity = XYZ(0,0,0)
-
- fade so final color = rgba(20,20,20,20)
- fade so final size = 100
- fade so final PartAngle = xyz(0,0,50)
- }
-
-
- eventsequence "Light1" {
- sourceblendmode = BLEND_LAMP
- loops = 1
- numparticles = 1
- gravity = XYZ(0,0,0)
- emitrate = 100
- emitradius = xyz(0,0,0)
- lifetime = 2
- texture = "effect\\particle\\flare.tga"
- initial size = 50
- initial color = rgba(255,255,255,255)
- initial velocity = XYZ(0,0,0)
- fade so at 0.5 color = rgba(100,100,255,200)
- fade so final color = rgba(0,0,0,0)
- fade so final size = 90
- }
-
-
-
- eventsequence "faeries" {
- sourceblendmode = BLEND_LAMP
- numparticles = 15
- loops = 1
- gravity = XYZ(0,0,0)
- emitrate = 200
- emitradius = xyz(random(-1,1),random(-1,1),random(10,20))
- lifetime = 0.8
- texture = "effect\\particle\\water2.tga"
- initial size = 15
- initial color = rgba(200,200,200,255)
- initial LocalAnglez = 0
- initial velocity = XYZ(random(-10,10),random(-10,10),random(20,50))
- fade so final color = rgba(0,0,0,0)
- fade so final size = 40
- }
- }