self.reset() self.setPos(0.000, 2.500, 3.200) # originally (0,4,4) self.setHpr(-180.000, 80.000, -180.000) self.setScale(1.000, 1.000, 1.000) p0 = Particles.Particles('particles-1') # Particles parameters p0.setFactory("PointParticleFactory") p0.setRenderer("SpriteParticleRenderer") p0.setEmitter("SphereVolumeEmitter") p0.setPoolSize(10) p0.setBirthRate(0.2000) p0.setLitterSize(1) p0.setLitterSpread(0) p0.setSystemLifespan(0.0000) p0.setLocalVelocityFlag(1) p0.setSystemGrowsOlderFlag(0) # Factory parameters p0.factory.setLifespanBase(1.6000) p0.factory.setLifespanSpread(0.0000) p0.factory.setMassBase(1.0000) p0.factory.setMassSpread(0.0000) p0.factory.setTerminalVelocityBase(400.0000) p0.factory.setTerminalVelocitySpread(0.0000) # Point factory parameters # Renderer parameters p0.renderer.setAlphaMode(BaseParticleRenderer.PRALPHAUSER) p0.renderer.setUserAlpha(1.00) # Sprite parameters p0.renderer.setIgnoreScale(1) p0.renderer.setTextureFromNode("phase_3.5/models/props/suit-particles", "**/fire") p0.renderer.setColor(Vec4(1.00, 1.00, 1.00, 1.00)) p0.renderer.setXScaleFlag(1) p0.renderer.setYScaleFlag(1) p0.renderer.setAnimAngleFlag(0) p0.renderer.setInitialXScale(0.6) p0.renderer.setFinalXScale(0.3) p0.renderer.setInitialYScale(0.6) p0.renderer.setFinalYScale(0.3) p0.renderer.setNonanimatedTheta(0.0000) p0.renderer.setAlphaBlendMethod(BaseParticleRenderer.PPBLENDLINEAR) p0.renderer.setAlphaDisable(0) # Emitter parameters p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE) p0.emitter.setAmplitude(2.0000) p0.emitter.setAmplitudeSpread(0.0000) p0.emitter.setOffsetForce(Vec3(0.0000, 5.1000, 0.0000)) p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000)) p0.emitter.setRadiateOrigin(Point3(0.0000, -4.0000, 0.0000)) # Sphere Volume parameters p0.emitter.setRadius(0.0200) self.addParticles(p0) f0 = ForceGroup.ForceGroup('forces') # Force parameters force0 = LinearSinkForce(Point3(0.0000, 0.0000, -4.0000), LinearDistanceForce.FTONEOVERRSQUARED, 1.0000, 2.5308, 1) force0.setActive(1) f0.addForce(force0) force1 = LinearVectorForce(Vec3(0.0000, -10.0000, 0.0000), 1.0000, 0) force1.setActive(1) f0.addForce(force1) self.addForceGroup(f0)