countabsolute 1
type decal
tex 47 47
- size 8 8
+ size 24 24
alpha 256 256 0
originjitter 12 12 12
- //lightradius 60
- //lightradiusfade 300
+ //lightradius 200
+ //lightradiusfade 800
//lightcolor 3.2 0.4 4
// purple flare effect
effect crylink_impact
type static
tex 39 39
color 0x504060 0x504060
- size 8 8
+ size 24 24
alpha 256 256 512
// purple sparks
effect crylink_impact
- count 10
+ count 40
type spark
tex 41 41
color 0xA040C0 0xA040C0
bounce 2
- size 1 2
+ size 6 6
alpha 256 256 1024
- velocityjitter 256 256 256
+ velocityjitter 512 512 512
// purple splash
effect crylink_impact
count 1.5
type static
color 0xE070FF 0xE070FF
- size 8 8
+ size 16 16
alpha 256 256 512
- velocityjitter 8 8 8
+ velocityjitter 32 32 32
// purple splash
effect crylink_impact
- count 1.5
+ count 3
type static
color 0xE070FF 0xE070FF
- size 8 8
+ size 16 16
alpha 256 256 1024
- velocityjitter 32 32 32
+ velocityjitter 256 256 256
velocitymultiplier 15
airfriction -1
rotate 0 360 -180 180
+
+// seeker missile trail
+effect TR_SEEKER
+trailspacing 10
+type smoke
+notunderwater
+color 0x000000 0x666666
+tex 0 8
+size 2 2
+bounce 1
+sizeincrease 11
+alpha 200 300 200
+lightradius 100
+lighttime 0
+lightcolor 6 3 1
+originjitter 2 2 2
+velocityjitter 3 3 3
+velocitymultiplier -0.02
+rotate -180 180 -30 30
+//gravity -0.11
+// fire
+effect TR_SEEKER
+trailspacing 4
+type static
+color 0xffdf72 0x811200
+tex 48 55
+size 5 5
+sizeincrease -30
+alpha 100 144 588
+airfriction 8
+velocityjitter 32 32 32
+velocitymultiplier -1.5
+// bubbles
+effect TR_SEEKER
+type bubble
+underwater
+trailspacing 16
+tex 62 62
+size 1 2
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+velocitymultiplier -0.31
+rotate 0 0 0 0
+// sparks
+effect TR_SEEKER
+notunderwater
+trailspacing 20
+type spark
+tex 40 40
+color 0xFFFDD9 0xFFFDD9
+size 0.5 0.5
+alpha 444 512 1866
+stretchfactor 0.3
+//gravity 1
+bounce 1
+//velocityoffset 0 0 15
+airfriction 5
+originjitter 1 1 1
+velocityjitter 100 100 100
+velocitymultiplier -0.31
}
self.crylink_waitrelease = 0;
if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
// ran out of ammo!
self.cnt = WEP_CRYLINK;
org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_SECONDARY)
{
- pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1); // because it looks too pathetic the other way. Maybe later expand this to do a special effect for secondary only.
if(!w_issilent)
sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
}