class BreakWindowGlassEmitter extends KFHitEmitter; #exec OBJ LOAD FILE=KFWeaponSound.uax defaultproperties { ImpactSounds(0)=Sound'KFWeaponSound.bullethitglass' ImpactSounds(1)=Sound'KFWeaponSound.bullethitglass2' Begin Object Class=SpriteEmitter Name=GlassExplosionEmitter UseCollision=True FadeOut=True RespawnDeadParticles=False SpinParticles=True UniformSize=True AutomaticInitialSpawning=False BlendBetweenSubdivisions=True UseRandomSubdivision=True Acceleration=(Z=-800.000000) DampingFactorRange=(X=(Min=0.000000,Max=0.800000),Y=(Min=0.000000,Max=0.800000),Z=(Min=0.000000,Max=0.400000)) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) FadeOutStartTime=1.000000 MaxParticles=20 Name="GlassExplosionEmitter" DetailMode=DM_High StartLocationRange=(X=(Min=-20.000000,Max=20.000000),Y=(Min=-20.000000,Max=20.000000),Z=(Min=-20.000000,Max=20.000000)) SpinsPerSecondRange=(X=(Max=0.200000)) StartSpinRange=(X=(Min=1.000000)) StartSizeRange=(X=(Min=5.000000,Max=7.000000)) ParticlesPerSecond=0 InitialParticlesPerSecond=200 DrawStyle=PTDS_AlphaBlend Texture=Texture'KFMaterials.GlassChips' TextureUSubdivisions=4 TextureVSubdivisions=4 LifetimeRange=(Min=2.000000) StartVelocityRange=(X=(Min=-200.000000,Max=200.000000),Y=(Min=-200.000000,Max=200.000000),Z=(Min=-200.000000,Max=200.000000)) MaxAbsVelocity=(Z=500.000000) End Object Emitters(0)=SpriteEmitter'GlassExplosionEmitter' }