historical/toontown-classic.git/resources/phase_8/etc/rollodexWaterfall.ptf
2024-01-16 11:20:27 -06:00

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self.reset()
self.setPos(-0.160, 2.942, 3.400)
self.setHpr(89.908, -20.000, 179.476)
self.setScale(1.000, 1.000, 1.000)
p0 = Particles.Particles('particles-1')
# Particles parameters
p0.setFactory("PointParticleFactory")
p0.setRenderer("SpriteParticleRenderer")
p0.setEmitter("SphereSurfaceEmitter")
p0.setPoolSize(20)
p0.setBirthRate(0.2000)
p0.setLitterSize(3)
p0.setLitterSpread(2)
p0.setSystemLifespan(5.0000)
p0.setLocalVelocityFlag(1)
p0.setSystemGrowsOlderFlag(0)
# Factory parameters
p0.factory.setLifespanBase(0.5000)
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.PRALPHANONE)
p0.renderer.setUserAlpha(1.00)
# Sprite parameters
p0.renderer.setIgnoreScale(1)
p0.renderer.setTextureFromNode("phase_3.5/models/props/suit-particles", "**/rollodex-card")
p0.renderer.setColor(Vec4(1.00, 1.00, 1.00, 1.00))
p0.renderer.setXScaleFlag(0)
p0.renderer.setYScaleFlag(0)
p0.renderer.setAnimAngleFlag(0)
p0.renderer.setInitialXScale(0.4)
p0.renderer.setFinalXScale(0.4)
p0.renderer.setInitialYScale(0.3)
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(1.0000)
p0.emitter.setAmplitudeSpread(0.0000)
p0.emitter.setOffsetForce(Vec3(0.0000, 0.0000, 0.0000))
p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000))
p0.emitter.setRadiateOrigin(Point3(0.0000, 0.0000, 0.0000))
# Sphere Surface parameters
p0.emitter.setRadius(1.0000)
self.addParticles(p0)
f0 = ForceGroup.ForceGroup('forward')
# Force parameters
force0 = LinearSourceForce(Point3(0.0000, 0.0000, 0.0000), LinearDistanceForce.FTONEOVERRSQUARED, 1.0000, 1.0000, 1)
force0.setActive(0)
f0.addForce(force0)
force1 = LinearSinkForce(Point3(0.0000, 0.0000, 10.0000), LinearDistanceForce.FTONEOVERRCUBED, 2.9550, 50.0000, 1)
force1.setActive(1)
f0.addForce(force1)
self.addForceGroup(f0)