mahlendur/_work/Data/Scripts/System/VisualFX/VisualFxInstGFA.d
Daniel Heße 892a40ff0f Initial commit with Subversion-codebase from 13/05/2022.
Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts.
Need to symlink files to a working directory.
2022-05-13 17:38:52 +02:00

54 lines
1.8 KiB
D

/*
* Projectile trail strip for increased visibility
*
* Gothic Free Aim (GFA) v1.0.0 - Free aiming for the video games Gothic 1 and Gothic 2 by Piranha Bytes
* Copyright (C) 2016-2017 mud-freak (@szapp)
*
* This file is part of Gothic Free Aim.
* <http://github.com/szapp/GothicFreeAim>
*
* Gothic Free Aim is free software: you can redistribute it and/or
* modify it under the terms of the MIT License.
* On redistribution this notice must remain intact and all copies must
* identify the original author.
*
* Gothic Free Aim is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* MIT License for more details.
*
* You should have received a copy of the MIT License along with
* Gothic Free Aim. If not, see <http://opensource.org/licenses/MIT>.
*/
INSTANCE GFA_TRAIL_VFX (CFx_Base_Proto) {
emFXLifeSpan = 2.0;
};
// NPC is in focus
INSTANCE GFA_TRAIL_VFX_KEY_INVEST_1 (C_ParticleFxEmitKey) { }; // Never reached. Do not remove!
// Projectile is shot
INSTANCE GFA_TRAIL_VFX_KEY_INVEST_2 (C_ParticleFxEmitKey) {
visname_s = "GFA_TRAIL";
};
// Projectile collides
INSTANCE GFA_TRAIL_VFX_KEY_INVEST_3 (C_ParticleFxEmitKey) {
visname_s = ""; // Remove effect after collision
pfx_ppsIsLoopingChg = 1;
};
// Same but simplified for Wld_PlayEffect (used for Gothic 1)
INSTANCE GFA_TRAIL_INST_VFX (CFx_Base_Proto) {
visname_s = "GFA_TRAIL";
emTrjOriginNode = "BIP01";
emFXLifeSpan = 2.0;
};
INSTANCE GFA_DESTROY_VFX (CFx_Base_Proto) {
visname_s = "GFA_IMPACT";
emTrjOriginNode = "BIP01";
sfxid = "PICKLOCK_BROKEN";
sfxisambient = 1;
};