3 override void SetParticleStateLight()
5 SetParticleState(
ParticleList.HATCHBACK_COOLANT_OVERHEATING );
9 override void SetParticleStateHeavy()
11 SetParticleState(
ParticleList.HATCHBACK_COOLANT_OVERHEATED );
22 float speed = parent.GetSpeedometerAbsolute();
24 float lifetime_scale = (100 - speed) / 100;
25 if (lifetime_scale < 0.1)
28 float birthrate_scale = 1 + (speed * 0.02 );
30 float speed_scale = 1 + (speed * 0.2 );
34 float size_scale = 1 + (speed * 0.05 );
39 float gravity_add = speed * 0.005 ;
41 p.ScaleParticleParamFromOriginal(
EmitorParam.LIFETIME, lifetime_scale );
42 p.ScaleParticleParamFromOriginal(
EmitorParam.LIFETIME_RND, lifetime_scale );
43 p.ScaleParticleParamFromOriginal(
EmitorParam.BIRTH_RATE, birthrate_scale );
44 p.ScaleParticleParamFromOriginal(
EmitorParam.BIRTH_RATE_RND, birthrate_scale );
45 p.ScaleParticleParamFromOriginal(
EmitorParam.VELOCITY, speed_scale );
46 p.ScaleParticleParamFromOriginal(
EmitorParam.VELOCITY_RND, speed_scale );
47 p.ScaleParticleParamFromOriginal(
EmitorParam.SIZE, size_scale );
48 p.SetParticleParam (
EmitorParam.GRAVITY_SCALE, gravity_add );
Particle GetParticle()
Gets the main particle which this Effect is managing.
Legacy way of using particles in the game.