New plasma tdf Tags
int stages (default:5) - number of particles used in one plasma shot.
float sizeDecay (default:0) - how much a plasma particle is smaller than the previous within the same plasma shot.
float alphaDecay (default:1) - how much a plasma particle is more transparent than the previous.
float separation (default:1) - distance between each plasma particle.
bool noGap (default:1) - if set to 1, the distance between plasma particles is proportional to the size of the two particles. If set to 0, the distance between plasma particles will be proportional to the size of the first particle.
Example
Code: Select all
[GUN]
{
name = plasmaCannon;
rendertype = 4;
lineofsight = 1;
turret = 1;
range = 180;
reloadtime = 0.31;
weapontimer = 0.1;
weaponvelocity = 500;
sprayangle = 1180;
areaofeffect = 8;
burst = 3;
burstrate = 0.1;
size = 1.75;
rgbcolor = 1 0.95 0.4;
intensity = 0.7;
soundstart = flashemg;
tolerance = 5000;
startsmoke = 0;
endsmoke = 0;
//new stuff
sizeDecay = 1;
alphadecay = 0.9;
separation = 1.1;
stages = 10;
noGap = 0;
[DAMAGE]
{
default =12;
}
}
Results if you change the following tags, all other conditions being equal:
alphaDecay
separation
stages
sizeDecay
Two plasma shots that are the same, except for:
noGap = 1
noGap = 0
New particle texture customization options
Code: Select all
sbtrailtexture - default first section of starburst missile trail texture
missiletrailtexture - default first section of missile trail texture
muzzleflametexture - default muzzle flame texture
repulsetexture - texture of impact on repulsor
dguntexture - dgun texture
flareprojectiletexture - texture used by flares that trick missiles
sbflaretexture - default first section of starburst missile trail texture
missileflaretexture - default first section of missile trail texture
beamlaserflaretexture - default beam laser flare texture
bubbletexture - torpedo trail texture
gfxtexture - nanospray texture
projectiletexture - appears to be unused
repulsegfxtexture - used by repulsor
sphereparttexture - sphere explosion texture
wrecktexture - smoking explosion part texture
plasmatexture - default plasma texture
Code: Select all
[projectiletextures]
{
circularthingy = circularthingy.tga;
laserend = laserend.tga;
laserfalloff = laserfalloff.tga;
randdots = randdots.tga;
smoketrail = smoketrail.tga;
wake = wake.tga;
flare = flare.tga;
explo = explo.tga;
explofade = explofade.tga;
heatcloud = explo.tga;
flame = flame.tga;
flare = flare.tga;
//optional
fireballflaretexture = 1a.tga;
flareprojectiletexture = 2a.tga;
missiletrailtexture = 3a.tga;
muzzleflametexture = 4a.tga;
repulsetexture = 5a.tga;
sbflaretexture = 6a.tga;
missileflaretexture = 7a.tga;
beamlaserflaretexture = 8a.tga;
sbtrailtexture = 9a.tga;
bubbletexture = 1.tga;
gfxtexture = 3.tga;
projectiletexture = 4.tga;
repulsegfxtexture = 5.tga;
sphereparttexture = 6.tga;
wrecktexture = 8.tga;
dguntexture = 9.tga;
}
Thanks to Trepan for all his help!