// spikeset, originally by Spike // with contributions from TimeServ, purplehaze, Jedilamma // and some others I probably forgot to mention ///////////////////////////////////////////////// //rocket trails (derived from purplehaze's, with only minor tweeks) r_part rockettrail { texture "particles/smoke.tga" step 4 scale 30 alpha 0.3 die 1.4 diesubrand 0.7 randomvel 1 rgb 255 50 10 rgbdelta -230 -45 -9 gravity -25 scalefactor 1 assoc rocketsmoke } r_part t_rocket { texture "particles/rfire" step 2 scale 10 alpha 0.6 die 0.25 rgb 255 192 128 rgbdelta -14 -300 -300 blend add assoc rockettrail scalefactor 0.8 scaledelta -10 } r_part rocketsmoke { texture "particles/rtrail" step 8 scale 7.5 alpha 0.8 die 2 randomvel 3 rgb 10 10 10 blend modulate spawnmode spiral scalefactor 1 spawnvel 10 } r_part rockettail { texture "particles/rtrail" step 7 scale 10 alpha 0.3 die 10 randomvel 64 veladd 512 rgb 192 192 192 gravity 100 cliptype rockettail } r_part t_altrocket { texture "particles/rtrail" step 4 scale 10 alpha 0.3 die 0.7 randomvel 32 veladd 32 rgb 255 198 128 rgbdelta -64 0 0 gravity -100 blend add assoc rockettail } //TeamFortress railgun (by model - this is also the effect used with the TE_LIGHTNING1 extension) r_part te_railtrail { texture "particles/b_rocket3" step 15 scale 10 die 1 rgb 255 255 255 blend add type beam spawnmode spiral spawnvel 100 0 cliptype te_railtrail friction 0.7 } r_part t_grenade { texture "particles/rtrail" step 10 scale 10 alpha 0.3 die 10 randomvel 32 veladd 16 rgb 128 128 128 rgbdelta 0 0 0 gravity 100 } //cool's blood trails (cos they're cooler) r_part t_gib { texture "particles/blood" step 32 scale 64 alpha 0.6 die 1 randomvel 64 veladd 10 rotationspeed 90 rotationstart 0 360 rgb 128 0 0 gravity 200 scalefactor 0.8 scaledelta -10 stains 5 } r_part t_zomgib { texture "particles/blood" step 64 scale 64 alpha 0.6 die 1 randomvel 64 veladd 10 rotationspeed 90 rotationstart 0 360 rgb 32 0 0 gravity 200 scalefactor 0.8 scaledelta -10 stains 5 } r_part t_tracer { texture "particles/tracer" scale 15 step 5 alpha 0.6 rgb 192 192 48 die 1 veladd 50 randomvel 50 friction 4 scalefactor 0.825 } r_part t_tracer2 { texture "particles/tracer" scale 15 step 5 alpha 0.6 die 1 rgb 192 96 48 veladd 50 randomvel 50 friction 4 scalefactor 0.825 } r_part t_tracer3 { texture "particles/tracer" scale 10 scaledelta -10 step 5 alpha 0.9 die 0.75 rgb 192 96 192 veladd 20 randomvel 5 spawnmode spiral spawnvel 60 0 friction 4 scalefactor 0.825 } //qw blood r_part te_lightningblood { texture "particles/bloodtrail" count 3 scale 20 alpha 0.4 die 2 randomvel 32 veladd 32 rgb 192 0 0 rgbdelta -128 0 0 gravity 100 friction 1 stains 1 blend add } //qw blood r_part te_blood { texture "particles/blood" count 10 scale 10 alpha 0.3 die 2 randomvel 40 rgb 220 0 0 rgbdelta -100 0 0 gravity 200 stains 2 scalefactor 0.9 rotationstart 0 360 } //nq blood r_part pe_73 { texture "particles/blood" count 1 scale 20 alpha 0.3 die 2 randomvel 40 rgb 220 0 0 rgbdelta -100 0 0 gravity 200 stains 2 scalefactor 0.9 rotationstart 0 360 } ///////////////////////////////////////////////// //rocket explosions r_part ember { count 1 texture "particles/explosion" rgb 255 128 76 alpha 0 scale 15 scalefactor 1 friction 8 gravity 50 die 1 blend add randomvel 5 veladd 1 rampmode delta //fade it in then out. ramp 0 0 0 -0.5 0 ramp 0 0 0 0.1 0 ramp 0 0 0 0.1 0 ramp 0 0 0 0.1 0 ramp 0 0 0 0.1 0 ramp 0 0 0 0.1 0 } //the bits that fly off r_part expgib { cliptype expgib texture "particles/explosion" alpha 0 count 16 die 1 randomvel 128 gravity 50 friction 2 emit ember emitinterval 0.01 spawnmode circle } //the heart of the explosion r_part te_explosion { texture "particles/explosion" count 1 scale 200 scalefactor 1 die 1 rgb 255 128 76 rgbdelta 0 -32 -32 friction 1 blend add assoc expgib } r_part gunshotsmoke { texture "particles/smoke" count 3 scale 25 scalefactor 1 die 0.8 alpha 0.12 rgb 32 32 32 blend add spawnmode ball spawnorg 2 spawnvel 20 veladd -20 } r_part te_gunshot { type texturedspark texture "ball" count 3 scale 2 scalefactor 1 alpha 0.5 die 0.8 rgb 255 128 0 blend add spawnmode ball spawnorg 1 spawnvel 100 veladd -80 friction 0.3 gravity 400 assoc gunshotsmoke } r_part spikecore { texture "ball" count 1 scale 1 scalefactor 1 scaledelta 190 die 0.1 alpha 0.6 rgb 255 128 0 blend add assoc gunshotsmoke } r_part te_spike { type sparkfan count 10 scale 1 scalefactor 1 alpha 0.5 die 0.2 rgb 255 128 0 blend add spawnmode ball spawnorg 12 spawnvel 300 assoc spikecore } r_part te_lavasplash { texture "default" count 654 scale 15 alpha 0.7 die 4 randomvel 64 rgb 255 128 128 gravity 50 blend add spawnorg 192 64 up 48 } ////////////////////////////////////////////////// //Teleport splash //two rings moving upwards, costs less r_part teleportsplashdown { texture "textures/smoke" count 32 scale 32 scalefactor 1 alpha 0.3 die 1 veladd -52 rgb 255 255 255 friction 1 spawnorg 32 0 spawnmode uniformcircle } r_part te_teleportsplash { texture "textures/smoke" count 32 scale 32 scalefactor 1 alpha 0.3 die 1 veladd 52 rgb 255 255 255 friction 1 spawnorg 32 0 spawnmode uniformcircle assoc teleportsplashdown } //flame effect r_part cu_flame { texture "particles/flame" count 1024 scale 0.4 scalerand 6 scalefactor 1 alpha 0.4 die 0.8 randomvel 4 24 veladd -24 rgb 255 128 76 blend add up -8 spawnorg 6 0 spawnvel -15 0 } //flame effect r_part cu_torch { texture "particles/flame" count 256 scale 3 scalefactor 1 alpha 0.7 die 0.5 randomvel 8 veladd -32 rgb 255 128 76 blend add spawnmode circle spawnorg 4 1 spawnvel -12 -8 } r_part explodesprite { texture "particles/flame" count 180 scale 70 scaledelta -140 scalefactor 1 alpha 0.2 die 0.5 randomvel 23 veladd -20 rgb 255 128 76 blend add spawnorg 4 1 spawnvel -8 -2 up -8 } //you'll probably never see this one r_part ef_entityparticles { texture "j" count 1 scale 15 alpha 0.2 die 0 veladd 16 rgb 255 128 128 blend add } // emp effect, based off of purplehaze's idea r_part empshocktrail { texture "particles/spark" step 3.2 scale 3 alpha 0.7 die 0.2 rgb 64 0 255 blend add scalefactor 1 spawnorg 12 0 } r_part empcore { texture "particles/flame" count 90 scale 55 scaledelta -110 die 0.55 rgb 168 128 255 spawnmode circle spawnorg 12 spawnvel -192 blend add scalefactor 0.8 emit empshocktrail emitinterval -1 } r_part empflash { die 0.1 texture "particles/flash" alpha 1 count 1 scale 400 scaledelta -4000 alphadelta 0 rgb 192 160 255 blend add scalefactor 1 assoc empcore } r_part te_blob { texture "particles/emp" count 120 scale 35 die 0.75 alpha 0.4 rgb 128 0 255 rampmode delta ramp -32 0 0 0 ramp -32 0 0 0 ramp -32 0 0 2 friction -0.9 blend add spawnmode uniformcircle spawnorg 24 0 spawnvel 280 0 scalefactor 1 emit empshocktrail emitinterval -1 assoc empflash } // TE_LIGHTNING2 replacement, (c) 2005 TimeServ // If you steal this GPLed code you will be violating several international laws // as well as several laws of physics. r_part tlightningflash { spawntime 0.1 spawnchance 0.1 die 0.25 type beam alpha 1 step 80 scale 14 scaledelta -52 rgb 255 255 255 spawnmode distball spawnorg 16 spawnparam1 0.5 averageout nospreadfirst blend add } r_part tlightningglow { step 50 scale 35 scalefactor 1 alpha 1 die 0 rgb 1 1 8 blend add assoc tlightningflash } r_part tlightningfade { spawntime 0.05 die 0.2 type beam alpha 2 step 96 scale 1.5 rgb 16 16 64 spawnmode distball spawnorg 9 spawnparam1 0.9 blend add averageout nospreadfirst assoc tlightningglow } r_part te_lightning2 { die 0 type beam alpha 2 step 96 scale 4 rgb 196 196 255 spawnmode distball spawnorg 9 spawnparam1 0.9 blend add averageout nospreadfirst assoc tlightningfade } r_part lbolttrail { die 0.5 type beam alpha 2 step 32 scale 1 rgb 196 196 255 rgbdelta -512 -512 -128 spawnmode distball spawnorg 5 spawnvel 4 spawnparam1 0.5 blend add } r_part lbolt { die 0.5 count 1 spawnmode circle spawnvel 2000 spawnorg 1 emit lbolttrail emitinterval -1 } r_part lemit { die 0.1 count 1 spawnchance 1 emit lbolt emitinterval 100 spawnchance 0.1 cliptype lemit clipcount 1 clipbounce 0 } r_part lflash { die 0.1 texture "particles/lflash" count 1 alpha 1 scale 100 scalefactor 1 scaledelta -500 rgb 255 255 255 blend add assoc lemit } r_part te_lightning2_end { die 0.3 alpha 1 count 8 scale 2 rgb 128 128 255 rgbrand 63 63 0 rgbrandsync 1 spawnvel 100 spawnorg 5 blend add assoc lflash } r_part pe_default { texture "particles/quake" count 1 scale 4 veladd 15 die 0.4 alphadelta 0 diesubrand 0.4 gravity 40 spawnorg 8 } r_part pe_defaulttrail { texture "particles/quake" step 12 die 1 scale 10 scaledelta -10 veladd 15 spawnorg 1 scalefactor 0.8 } r_part pe_pointfile { texture "particles/quake" count 1 scale 50 die 30 alphadelta 0 rgb 255 255 0 } r_effect "progs/s_explod.spr" explodesprite 1 r_effect "progs/flame.spr" explodesprite 1 r_effect "progs/flame2.mdl" cu_flame 1 r_effect "progs/flame.mdl" cu_torch r_trail "progs/e_spike1.mdl" te_railtrail