4 static private float m_UpdateInterval = 2;
11 override void SetParticleStateLight()
13 SetParticleState(
ParticleList.HATCHBACK_ENGINE_OVERHEATING );
16 override void SetParticleStateHeavy()
18 SetParticleState(
ParticleList.HATCHBACK_ENGINE_OVERHEATED );
21 override void Event_OnFrameUpdate(
float time_delta)
25 if (
m_Time >= m_UpdateInterval)
38 float speed = parent.GetSpeedometerAbsolute();
42 lifetime_scale = (100 - speed) / 100;
46 float birthrate_scale = 1 + (speed * 0.02 );
48 p.ScaleParticleParamFromOriginal(
EmitorParam.LIFETIME, lifetime_scale );
49 p.ScaleParticleParamFromOriginal(
EmitorParam.LIFETIME_RND, lifetime_scale );
50 p.ScaleParticleParamFromOriginal(
EmitorParam.BIRTH_RATE, birthrate_scale );
51 p.ScaleParticleParamFromOriginal(
EmitorParam.BIRTH_RATE_RND, birthrate_scale );
Particle GetParticle()
Gets the main particle which this Effect is managing.
Legacy way of using particles in the game.