// CO_ArcticIncident drips system // Note: after hitting the surface, a particle has its parameters reassigned from a different system! // Virtual system which holds parameters for drips that hit surface // Note: not all parameters can be assigned to a particle, many are system-global (e.g. m_fFrameRate) // Warning: you can cause it to shut down like any other system (by combination of flags, frames, color, etc.) virtual inactive CPSCustom DripSplashSystem { //"fParticleScaleMin" "0.0625" "fParticleScaleMin" "0.125" "fParticleScaleMax" "0.25" "fBounceFactor" "0" "iParticleFlags" "0" "iTraceFlags" "8" // This will disable the system so it won't consume computing resources "iMaxParticles" "0" "fParticleSpeedMin" "0.0" "fParticleSpeedMax" "0.0" "fParticleWeight" "0.0" // PSSTARTTYPE_POINT = 0, "iStartType" "0" "iMovementType" "0" "vDirection" "0 0 0" "fScale" "1.0" "fScaleDelta" "0.25" "fFrameRate" "15" "Color4b" "255 255 255 191" "ColorMax4b" "255 255 255 255" "ColorDelta4f" "0.0 0.0 0.0 -0.1" "iRenderMode" "5" "iDrawContents" "0" "iDoubleSided" "0" // 16+256+1024 "iFlags" "1296" "iFollowFlags" "64" "iFollowAttachment" "65535" "szTexture" "sprites/wsplash3.spr" } // The main emitting system CPSCustom { "fParticleScaleMin" "0.03125" "fParticleScaleMax" "0.0625" "fBounceFactor" "0" // Custom Particle flags // PSCUSTOM_PFLAG_ORIENTED_HIT_LIQUID 4 "iParticleFlags" "4" "iTraceFlags" "2"// PM_STUDIO_BOX this system is rare and it's fun when drips hit someone's head =) "iMaxParticles" "8" "fParticleSpeedMin" "4.0"// Linear speed range "fParticleSpeedMax" "8.0" "fParticleWeight" "1.0" "iStartType" "0" // PSSTARTTYPE_POINT = 0, "iMovementType" "0" // PSMOVTYPE_DIRECTED = 0, "vDirection" "0 0 -1" // For movement type 0 "fScale" "1.0" // Relative scale "fFrameRate" "15" // Initial color (range minimum) "Color4b" "255 255 255 191" // Initial color (range maximum) Particle color = RANDOM(Color4b, ColorMax4b) "ColorMax4b" "255 255 255 255" "ColorDelta4f" "0.0 0.0 0.0 -0.1" "iRenderMode" "5" "iDrawContents" "0" "iDoubleSided" "0" // System flags (sum of all desired flags) // RENDERSYSTEM_FLAG_LOOPFRAMES 8 // don't remove after displaying last frame (when no life time set) // RENDERSYSTEM_FLAG_ADDPHYSICS 16 // interact with world (bounce upon collisions, etc.) // RENDERSYSTEM_FLAG_ADDGRAVITY 256 // add world gravity to system acceleration // RENDERSYSTEM_FLAG_ZROTATION 512 // rotate around Z axis only (when parallel to viewport) "iFlags" "792" // 8+16+256+512 "iFollowFlags" "64" // RENDERSYSTEM_FFLAG_DONTFOLLOW "iFollowAttachment" "65535" "szTexture" "sprites/rain.spr" //"szTexture" "sprites/test.spr" // System (name) from which parameters will be initialized to a particle that hits liquid //"szSystemOnHitLiquid" "DripCircleSystem" // System (name) from which parameters will be initialized to a particle that hits solid surface "szSystemOnHitSurface" "DripSplashSystem" }