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class STR_dripping_green_blood extends Emitter; defaultproperties { Begin Object Class=SpriteEmitter Name=STR_dripping_green_blood FadeOut=Wahr ResetAfterChange=Wahr RespawnDeadParticles=Falsch SpinParticles=Wahr UseSizeScale=Wahr UseRegularSizeScale=Falsch UniformSize=Wahr AutomaticInitialSpawning=Falsch UseRandomSubdivision=Wahr TriggerDisabled=Falsch UseVelocityScale=Wahr AddVelocityFromOwner=Wahr Acceleration=(Z=-70.000000) FadeOutFactor=(W=2.500000,X=2.500000,Y=2.500000,Z=2.500000) FadeOutStartTime=-0.500000 FadeInFactor=(W=3.000000,X=3.000000,Y=3.000000,Z=3.000000) MaxParticles=100 DetailMode=DM_SuperHigh StartLocationRange=(X=(Min=-2.000000,Max=2.000000),Y=(Min=-2.000000,Max=2.000000),Z=(Min=-2.000000,Max=2.000000)) StartLocationShape=PTLS_Sphere SphereRadiusRange=(Min=-4.000000,Max=4.000000) UseRotationFrom=PTRS_Actor SpinCCWorCW=(X=0.700000) SpinsPerSecondRange=(X=(Min=0.200000,Max=0.500000)) SizeScale(0)=(RelativeSize=0.200000) SizeScale(1)=(RelativeTime=0.300000,RelativeSize=0.800000) StartSizeRange=(X=(Min=8.000000,Max=8.000000),Y=(Min=8.000000,Max=8.000000),Z=(Min=8.000000,Max=8.000000)) ScaleSizeByVelocityMultiplier=(X=0.000000,Y=0.000000,Z=0.000000) UseSkeletalLocationAs=PTSU_Location InitialParticlesPerSecond=40.000000 DrawStyle=PTDS_AlphaBlend Texture=Texture'XGameShadersB.Blood.AlienBloodJet' TextureUSubdivisions=4 TextureVSubdivisions=4 SubdivisionStart=3 StartVelocityRange=(Y=(Min=-40.000000,Max=-30.000000)) AddVelocityMultiplierRange=(X=(Min=0.100000,Max=0.200000),Y=(Min=0.100000,Max=0.200000),Z=(Min=0.100000,Max=0.200000)) End Object Emitters(0)=SpriteEmitter'StreamlineFX.STR_dripping_green_blood.STR_dripping_green_blood' bNoDelete=Falsch bHardAttach=Wahr bDirectional=Wahr } |
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