zombiesurvival-evolved/gamemodes/zombiesurvival/entities/effects/chemzombieexplode.lua
2014-10-01 20:49:54 -04:00

67 lines
2.1 KiB
Lua

function EFFECT:Init(data)
local pos = data:GetOrigin()
pos = pos + Vector(0, 0, 48)
sound.Play("ambient/explosions/explode_9.wav", pos, 90, math.Rand(85, 95))
local emitter = ParticleEmitter(pos)
emitter:SetNearClip(40, 45)
for i=1, math.random(12, 15) do
local heading = VectorRand():GetNormalized()
local particle = emitter:Add("particle/smokestack", pos + heading * 16)
particle:SetVelocity(heading * 72)
particle:SetDieTime(math.Rand(1.7, 2.0))
particle:SetStartAlpha(220)
particle:SetEndAlpha(0)
particle:SetStartSize(32)
particle:SetEndSize(4)
particle:SetColor(20, 100, 20)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-1, 1))
end
for i=1, math.random(5, 8) do
local particle = emitter:Add("particle/smokestack", pos)
particle:SetVelocity(VectorRand():GetNormalized() * math.Rand(48, 82))
particle:SetDieTime(math.Rand(2.2, 3.6))
particle:SetStartAlpha(220)
particle:SetEndAlpha(0)
particle:SetStartSize(8)
particle:SetEndSize(100)
particle:SetColor(0, 30, 0)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-1, 1))
particle:SetAirResistance(10)
end
for i=1, math.random(17, 21) do
local particle = emitter:Add("effects/fire_cloud1", pos + VectorRand() * 32)
local dir = VectorRand():GetNormalized()
particle:SetVelocity(dir * math.Rand(500, 600))
particle:SetDieTime(math.Rand(1.0, 1.25))
particle:SetStartAlpha(220)
particle:SetEndAlpha(0)
particle:SetStartSize(60)
particle:SetEndSize(30)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-3, 3))
particle:SetAirResistance(60)
particle:SetGravity(dir * math.Rand(-600, -500))
end
for i=1, 2 do
local particle = emitter:Add("effects/fire_cloud1", pos)
particle:SetDieTime(math.Rand(0.3, 0.35))
particle:SetStartAlpha(255)
particle:SetEndAlpha(0)
particle:SetStartSize(16)
particle:SetEndSize(300)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-30, 30))
end
emitter:Finish()
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end