zombiesurvival-evolved/gamemodes/zombiesurvival/entities/effects/zombie_battlecry.lua

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function EFFECT:Init(effectdata)
local pos = effectdata:GetOrigin()
local normal = effectdata:GetNormal()
local emitter = ParticleEmitter(pos, true)
emitter:SetNearClip(24, 32)
local emitter2 = ParticleEmitter(pos)
emitter2:SetNearClip(24, 32)
for i=1,3 do
local particle = emitter:Add("effects/select_ring", pos)
particle:SetDieTime(0.1 + i * 0.1)
particle:SetColor(255,35,0)
particle:SetStartAlpha(255)
particle:SetEndAlpha(0)
particle:SetStartSize(0)
particle:SetEndSize(220)
particle:SetAngles(normal:Angle())
particle = emitter:Add("effects/select_ring", pos)
particle:SetDieTime(0.2 + i * 0.1)
particle:SetColor(255,35,0)
particle:SetStartAlpha(255)
particle:SetEndAlpha(0)
particle:SetStartSize(0)
particle:SetEndSize(290)
particle:SetAngles(normal:Angle())
end
for i=1,100 do
local particle = emitter2:Add("effects/splash2", pos)
particle:SetDieTime(0.4)
particle:SetColor(255,35,0)
particle:SetStartAlpha(255)
particle:SetEndAlpha(0)
particle:SetStartSize(4)
particle:SetEndSize(4)
particle:SetStartLength(30)
particle:SetEndLength(30)
particle:SetVelocity(VectorRand():GetNormal() * math.random(450,600))
end
emitter:Finish() emitter = nil collectgarbage("step", 64)
emitter2:Finish() emitter2 = nil collectgarbage("step", 64)
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end