TIKI setup { scale 1.0 path models/fx/dummy skelmodel dummy3.skd } init { server { classname effectentity notsolid rendereffects +dontdraw } client { cache spritely_water.spr cache waterplume.spr } } animations { idle dummy3.skc start dummy3.skc { server { last commanddelay 1 anim idle } client { enter sound arty_exp_water enter originspawn ( count 1 model spritely_water.spr offset 0 0 32 // image is 256 tall life .5 scale .125 // z offset is image heigt * scale / 2 scalerate 16 randvel 0 0 512 // z vel is image height * scale * scalerate / 2 fadedelay .25 physicsrate every // simple velocity physics are cheap ) enter originspawn ( count 50 model waterplume.spr offset crandom 60 crandom 60 0 angles 0 0 crandom 360 velocity 150 randvel crandom 40 crandom 40 random 800 clampvel -40 40 -40 40 -250 99999 avelocity 0 0 crandom 90 accel 0 0 -800 life 3 .5 scale 0.5 scalerate 1 fadedelay 1 ) enter originspawn ( count 30 model waterplume.spr offset crandom 20 crandom 20 0 offsetalongaxis random 100 0 0 angles 0 0 crandom 360 velocity 500 randvel crandom 50 crandom 50 random 1200 clampvel -60 60 -60 60 -350 99999 avelocity 0 0 crandom 90 accel 0 0 -1200 life 1.5 .4 scale 0.5 scalerate 0.5 fadedelay 1.2 ) } } } /*QUAKED animate_fx_mortar-water (0.0 0.5 0.5) (-8 -8 -8) (8 8 8) Benson Russell - 9-27-2001 - mortar impact effect for water */