function EFFECT:Init( data ) self.Position = data:GetOrigin() self.Colour = data:GetStart() local emitter = ParticleEmitter( self.Position ) //local positions = {} //local colour = self.Colour //for i=1, 8 do // positions[i] = (self.Position + Vector(math.random(-4,4),0,math.random(-4,4))) * 20 //end //for delay=1, 8 do // timer.Simple(delay, function() //local pos = self.Position//(self.Position + Vector(math.random(-4,4),0,math.random(-4,4))) * 20 for i=1, 50 do local particle = emitter:Add("sprites/light_glow02_add", self.Position ) particle:SetColor(self.Colour.x, self.Colour.y, self.Colour.z, 255) particle:SetVelocity(Vector(math.random(-4,4),0,math.random(-4,4)):GetNormal() * 90) particle:SetDieTime(2) particle:SetLifeTime(0) particle:SetStartSize(100) particle:SetEndSize(0) particle:SetStartAlpha(255) particle:SetEndAlpha(0) end // if (delay == 8) then // emitter:Finish() // end // end ) //end emitter:Finish() end function EFFECT:Think() return false end function EFFECT:Render() end