// Every script operation must end with a semicolon. Spaces or line returns are ignored.;
// Base game decal file names are a number, so only use non-number names to add new decal. Ex: BlueChickenDecal.txt;
// Don't put spaces in file names.;
// This decal script is for a water ripple from a raindrop.;
// If true, will grow if another decal of the same type is overlapping it;
grows = false;
// AI is a subject on its own. Please check the AI section in the modding documentation at https://blazingbitgames.com/mods ;
// This will call the PLAY_SOUND AI command to play the BLOOD_HIT sound.;
ai.AddNode(56, -1.0, -1.0, 8, 0.0, 0.0, 189.0, 1.0, 1.0, 1.65, 1.75, -1.0);
// This will call the DECAL_KILL command after 0.5 seconds.;
ai.AddNode(219, 0.5, -1.0, 0);
// anim is a temporary animation structure that setups animations for future use.;
// If true, m_clamp will stop the animation after playing it once. false will loop the animation forever.;
anim.m_clamp = true;
// m_animationSpeed is how fast the animation will play.;
anim.m_animationSpeed = 2.0;
// m_frameAmount is the amount of frames in the animation.;
anim.m_frameAmount = 4;
// m_frameOffset is the sprite sheet offset of the start of the animations.;
anim.m_frameOffset = 0;
// This adds the animation structure to animations which will play it when the decal is spawned.;
animations.Push(anim);
// This actually initalizes the decal. Definition: Init(material, size, fadeDistance);
// You can choose a material at random by adding many and separating them with ":" like in this example.;
// fadeDistance refers to how small the decal has to be(because it's far away) on the player's screen to be hidden.;
Init(RippleMaterial:RippleMaterial2, 0.075, 0.0075);
// If true, if this is the oldest decal added to a room, it'll be killed if the amount of decals in this room is higher than the maximum amount allowed due to the quality settings.;
quantityManagedByRoom = false;