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PHP Cross Reference of WAROFGENERALS MODS SOURCES |
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1 ;////////////////////////////////////////////////////////////////////////////// 2 ;FILE: FXList.ini (SYSTEM) //////////////////////////////////////////////////// 3 ;////////////////////////////////////////////////////////////////////////////// 4 FXList FX_12GenericShockwaveFinal 5 ParticleSystem 6 Name = ScudLauncherExplosionSmoke 7 OrientToObject = Yes 8 End 9 ParticleSystem 10 Name = 12Shockwave 11 Offset = X:0 Y:0 Z:2 12 End 13 ParticleSystem 14 Name = 12LenzFlare 15 Offset = X:0 Y:0 Z:10 16 End 17 ParticleSystem 18 Name = ScudMissleLauncherExplosionTrailArms 19 Offset = X:0 Y:0 Z:5 20 End 21 ViewShake 22 Type = STRONG 23 End 24 TerrainScorch 25 Type = RANDOM 26 Radius = 15 27 End 28 Sound 29 Name = TankDie 30 End 31 End 32 ; ---------------------------------------------- 33 34 FXList WeaponFX_ToxinShellWeapon 35 ParticleSystem 36 Name = ToxicShellExplosion 37 End 38 End 39 40 ; ---------------------------------------------- 41 FXList FX_CarOverlappedByCrusher 42 Sound 43 Name = CarMount 44 End 45 End 46 47 ; ---------------------------------------------- 48 FXList FX_GIDie 49 ; yes, an empty FXList. Why? Not sure. 50 End 51 52 ; ---------------------------------------------- 53 FXList FX_GIDieCrushed 54 Sound 55 Name = InfantryCrush 56 End 57 End 58 59 ; ---------------------------------------------- 60 FXList FX_DamageMinorArmorPiercing 61 ; yes, an empty FXList. Why? Not sure. 62 End 63 64 ; ---------------------------------------------- 65 FXList FX_DamageMajorArmorPiercing 66 ; yes, an empty FXList. Why? Not sure. 67 End 68 69 ; ---------------------------------------------- 70 FXList FX_DamageTankStruck 71 ParticleSystem 72 Name = TankStruckSmoke 73 Height = 10 10 CONSTANT 74 OrientToObject = Yes 75 Ricochet = Yes 76 End 77 ParticleSystem 78 Name = TankStruckDebris 79 Height = 10 10 CONSTANT 80 OrientToObject = Yes 81 Ricochet = Yes 82 End 83 ParticleSystem 84 Name = TankStruckSparks 85 Height = 10 10 CONSTANT 86 End 87 ParticleSystem 88 Name = TankStruckLenzflare 89 Height = 10 10 CONSTANT 90 End 91 LightPulse 92 Color = R:255 G:255 B:128 93 Radius = 30 94 IncreaseTime = 0 95 DecreaseTime = 500 96 End 97 Sound 98 Name = VehicleImpactHeavy 99 End 100 End 101 102 ; ---------------------------------------------- 103 FXList FX_HeroicDamageTankStruck 104 ParticleSystem 105 Name = TankStruckSmoke 106 Height = 10 10 CONSTANT 107 OrientToObject = Yes 108 Ricochet = Yes 109 End 110 ParticleSystem 111 Name = TankStruckDebris 112 Height = 10 10 CONSTANT 113 OrientToObject = Yes 114 Ricochet = Yes 115 End 116 ParticleSystem 117 Name = TankStruckSparks 118 Height = 10 10 CONSTANT 119 End 120 ParticleSystem 121 Name = HeroicTankStruckLenzflare 122 Height = 10 10 CONSTANT 123 End 124 LightPulse 125 Color = R:255 G:255 B:128 126 Radius = 30 127 IncreaseTime = 0 128 DecreaseTime = 500 129 End 130 Sound 131 Name = VehicleImpactHeavy 132 End 133 End 134 135 ; ---------------------------------------------- 136 FXList FX_DamageSmallTankStruck 137 ParticleSystem 138 Name = SmallTankStruckSmoke 139 140 Height = 0 0 CONSTANT 141 End 142 ParticleSystem 143 Name = SmallTankStruckSparks 144 Height = 0 0 CONSTANT 145 End 146 LightPulse 147 Color = R:255 G:255 B:128 148 Radius = 15 149 IncreaseTime = 0 150 DecreaseTime = 500 151 End 152 Sound 153 Name = VehicleImpactLight 154 End 155 End 156 157 ; ---------------------------------------------- 158 FXList FX_DamageTankStruckSmallArms 159 ParticleSystem 160 Name = TankStruckSparks 161 Height = 10 10 CONSTANT 162 End 163 ParticleSystem 164 Name = TankStruckSmallArmsSmoke 165 Height = 10 10 CONSTANT 166 OrientToObject = Yes 167 Ricochet = Yes 168 End 169 LightPulse 170 Color = R:255 G:255 B:128 171 Radius = 15 172 IncreaseTime = 0 173 DecreaseTime = 500 174 End 175 Sound 176 Name = VehicleImpactLight 177 End 178 End 179 180 ; ---------------------------------------------- 181 FXList FX_DamageDisableVehicle 182 ParticleSystem 183 Name = TankStruckSparks 184 Height = 10 10 CONSTANT 185 End 186 ParticleSystem 187 Name = TankStruckSmallArmsSmoke 188 Height = 10 10 CONSTANT 189 OrientToObject = Yes 190 Ricochet = Yes 191 End 192 LightPulse 193 Color = R:255 G:255 B:128 194 Radius = 15 195 IncreaseTime = 0 196 DecreaseTime = 500 197 End 198 Sound 199 Name = VehicleImpactLight 200 End 201 Sound 202 Name = BuildingDisabled 203 End 204 End 205 206 ; ---------------------------------------------- 207 FXList FX_HeroicDamageDisableVehicle 208 ParticleSystem 209 Name = TankStruckSparks 210 Height = 10 10 CONSTANT 211 End 212 ParticleSystem 213 Name = TankStruckSmallArmsSmoke 214 Height = 10 10 CONSTANT 215 OrientToObject = Yes 216 Ricochet = Yes 217 End 218 LightPulse 219 Color = R:255 G:255 B:128 220 Radius = 15 221 IncreaseTime = 0 222 DecreaseTime = 500 223 End 224 Sound 225 Name = VehicleImpactLight 226 End 227 Sound 228 Name = BuildingDisabled 229 End 230 End 231 232 233 ; ---------------------------------------------- 234 FXList FX_DamageSmallTankStruckSmallArms 235 ParticleSystem 236 Name = SmallTankStruckSparks 237 Height = 0 0 CONSTANT 238 End 239 ParticleSystem 240 Name = TankStruckSmallArmsSmoke 241 Height = 10 10 CONSTANT 242 OrientToObject = Yes 243 Ricochet = Yes 244 End 245 LightPulse 246 Color = R:128 G:128 B:128 247 Radius = 15 248 IncreaseTime = 0 249 DecreaseTime = 100 250 End 251 Sound 252 Name = VehicleImpactLight 253 End 254 End 255 256 ; ---------------------------------------------- 257 FXList FX_HeroicDamageTankStruckSmallArms 258 ParticleSystem 259 Name = HeroicTankStruckSparks 260 Offset = X:0.0 Y:0.0 Z:5.0 261 ; Height = 0 0 CONSTANT 262 End 263 ParticleSystem 264 Name = TankStruckSmallArmsSmoke 265 Height = 10 10 CONSTANT 266 OrientToObject = Yes 267 Ricochet = Yes 268 End 269 LightPulse 270 Color = R:255 G:0 B:0 271 Radius = 25 272 IncreaseTime = 0 273 DecreaseTime = 100 274 End 275 Sound 276 Name = VehicleImpactLight 277 End 278 End 279 280 ; ---------------------------------------------- 281 FXList FX_DamageInfantryStruck 282 ParticleSystem 283 Name = InfantryMortarDebris 284 End 285 ParticleSystem 286 Name = InfantryMortarDust 287 End 288 Sound 289 ; Name = VehicleImpactLight 290 End 291 End 292 293 ; ---------------------------------------------- 294 FXList FX_DamageInfantryStruckSmallArms 295 ParticleSystem 296 Name = InfantryStruckSparks 297 Height = 10 10 CONSTANT 298 End 299 ParticleSystem 300 Name = InfantryStruckSmallArmsSmoke 301 Height = 10 10 CONSTANT 302 OrientToObject = Yes 303 Ricochet = Yes 304 End 305 Sound 306 ; Name = VehicleImpactLight 307 End 308 End 309 310 ; ---------------------------------------------- 311 FXList FX_HeroicDamageInfantryStruckSmallArms 312 ParticleSystem 313 Name = HeroicInfantryStruckSparks 314 Height = 10 10 CONSTANT 315 End 316 ParticleSystem 317 Name = InfantryStruckSmallArmsSmoke 318 OrientToObject = Yes 319 Ricochet = Yes 320 End 321 ParticleSystem 322 Name = HeroicInfantryStruckFlare 323 End 324 Sound 325 ; Name = VehicleImpactLight 326 End 327 End 328 329 ; ---------------------------------------------- 330 FXList FX_DamageTankStruckFlame 331 ParticleSystem 332 Name = TankStruckFlame 333 Height = 10 10 CONSTANT 334 End 335 LightPulse 336 Color = R:255 G:255 B:128 337 Radius = 15 338 IncreaseTime = 0 339 DecreaseTime = 500 340 End 341 End 342 343 ; ---------------------------------------------- 344 FXList FX_TechnicalGunnerHitsGround 345 ParticleSystem 346 Name = TreeBounceDust 347 End 348 Sound 349 Name = TechnicalBodyfall 350 End 351 End 352 353 ; ---------------------------------------------- 354 ; weapon fx for firing the gun (but not the shells landing) 355 FXList WeaponFX_BattleshipBogusGun 356 ; This is where the battleship shake needs to be set 357 ViewShake 358 Type = SEVERE 359 End 360 ParticleSystem 361 Name = BattleshipMuzzleFlashFlame 362 OrientToObject = Yes 363 End 364 ParticleSystem 365 Name = BattleshipMuzzleFlashSmoke 366 OrientToObject = Yes 367 End 368 ParticleSystem 369 Name = BattleshipMuzzleFlashWave 370 Offset = X:0.0 Y:0.0 Z:-20.0 371 OrientToObject = Yes 372 End 373 End 374 375 ; ---------------------------------------------- 376 ; weapon fx for a "shell" "landing" on the target 377 ; @todo srj -- placeholder FX 378 FXList WeaponFX_BattleshipTargetExplode 379 ViewShake 380 Type = SUBTLE 381 End 382 TerrainScorch 383 Type = RANDOM 384 Radius = 15 385 End 386 LightPulse 387 Color = R:255 G:128 B:51 388 Radius = 30 389 IncreaseTime = 0 390 DecreaseTime = 2333 391 End 392 ParticleSystem 393 Name = MortarDebris 394 End 395 ParticleSystem 396 Name = MortarDust 397 End 398 Sound 399 Name = ExplosionBattleshipTarget 400 End 401 End 402 403 ; ---------------------------------------------- 404 FXList WeaponFX_NeutronMissile 405 Sound 406 Name = NeutronMissileRelease 407 End 408 End 409 410 ; ---------------------------------------------- 411 FXList FX_ScudLauncherIgnition 412 ; Sound 413 ; Name = NeutronMissileRelease 414 ; End 415 416 ParticleSystem 417 Name = ScudStormIgnitionCloud 418 Offset = X:-20.0 Y:0.0 Z:3.0 419 OrientToObject = Yes 420 End 421 End 422 423 ; ---------------------------------------------- 424 FXList WeaponFX_ScudStormMissile 425 Sound 426 Name = NeutronMissileRelease 427 End 428 End 429 430 ; ---------------------------------------------- 431 FXList FX_ScudStormIgnition 432 Sound 433 Name = NeutronMissileRelease 434 End 435 436 ParticleSystem 437 Name = ScudStormIgnitionCloud 438 Offset = X:0.0 Y:0.0 Z:3.0 439 End 440 End 441 442 ; ---------------------------------------------- 443 FXList FX_TomahawkIgnition 444 Sound 445 ; Name = NeutronMissileRelease 446 End 447 448 ParticleSystem 449 Name = ScudStormIgnitionCloud 450 Offset = X:0.0 Y:0.0 Z:3.0 451 OrientToObject = Yes 452 End 453 End 454 455 ; ---------------------------------------------- 456 FXList ScudStormMissileDetonation 457 ViewShake 458 Type = SEVERE 459 End 460 461 Sound 462 Name = ExplosionScudExplosive 463 End 464 465 ParticleSystem 466 Name = ScudMissleExplosionArms 467 Offset = X:0.0 Y:0.0 Z:2.0 468 End 469 470 ParticleSystem 471 Name = ScudMissleLenzFlare 472 Offset = X:0.0 Y:0.0 Z:1.0 473 End 474 475 ParticleSystem 476 Name = ScudMissleExplosionTrailArms 477 InitialDelay = 100 100 UNIFORM ;In milliseconds 478 Offset = X:0.0 Y:0.0 Z:25.0 479 End 480 481 End 482 483 ; ---------------------------------------------- 484 FXList WeaponFX_NapalmMissile 485 Sound 486 Name = FireStormMissileWeapon 487 End 488 End 489 490 ; ---------------------------------------------- 491 FXList WeaponFX_DragonTankFlameWeapon 492 LightPulse 493 Color = R:255 G:255 B:128 494 Radius = 15 495 IncreaseTime = 0 496 DecreaseTime = 500 497 End 498 End 499 500 ; ---------------------------------------------- 501 FXList WeaponFX_DragonTankFlameWeaponUpgraded 502 LightPulse 503 Color = R:255 G:255 B:128 504 Radius = 15 505 IncreaseTime = 0 506 DecreaseTime = 500 507 End 508 End 509 510 ; ---------------------------------------------- 511 FXList WeaponFX_ToxinTruckFlameWeapon 512 LightPulse 513 Color = R:64 G:255 B:64 514 Radius = 15 515 IncreaseTime = 0 516 DecreaseTime = 500 517 End 518 End 519 520 ; ---------------------------------------------- 521 FXList WeaponFX_ToxinTruckFlameWeaponUpgraded 522 LightPulse 523 Color = R:64 G:64 B:255 524 Radius = 15 525 IncreaseTime = 0 526 DecreaseTime = 500 527 End 528 End 529 530 ; ---------------------------------------------- 531 FXList WeaponFX_CleanupFireWeapon 532 LightPulse 533 Color = R:200 G:200 B:255 534 Radius = 15 535 IncreaseTime = 0 536 DecreaseTime = 500 537 End 538 End 539 540 FXList WeaponFX_Ebola2Weapon 541 LightPulse 542 Color = R:1 G:1 B:1 543 Radius = 15 544 IncreaseTime = 0 545 DecreaseTime = 500 546 End 547 End 548 549 FXList WeaponFX_Ebola1Weapon 550 LightPulse 551 Color = R:200 G:1 B:1 552 Radius = 15 553 IncreaseTime = 0 554 DecreaseTime = 500 555 End 556 End 557 558 ; ---------------------------------------------- 559 FXList WeaponFX_GenericTankShellDetonation 560 Sound 561 Name = ExplosionRocketBuggyMissile 562 End 563 ParticleSystem 564 Name = BuggyMissileExplosion 565 UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon. 566 End 567 ParticleSystem 568 Name = BuggyMissileExplosionSmoke 569 End 570 End 571 572 573 ; ---------------------------------------------- 574 FXList WeaponFX_InfernoTankShellDetonation 575 Sound 576 Name = ExplosionFire 577 End 578 ParticleSystem 579 Name = BuggyMissileExplosion 580 UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon. 581 End 582 ParticleSystem 583 Name = BuggyMissileExplosionSmoke 584 End 585 End 586 587 ; ---------------------------------------------- 588 FXList WeaponFX_GenericTankGunNoTracer 589 ViewShake 590 Type = NORMAL 591 End 592 LightPulse 593 Color = R:255 G:255 B:128 594 Radius = 15 595 IncreaseTime = 0 596 DecreaseTime = 500 597 End 598 ParticleSystem 599 Name = TankMuzzleFlashSmoke 600 OrientToObject = Yes 601 End 602 ParticleSystem 603 Name = TankMuzzleFlashFlame 604 OrientToObject = Yes 605 End 606 ParticleSystem 607 Name = TankMuzzleFlare 608 OrientToObject = Yes 609 End 610 ParticleSystem 611 Name = TankMuzzleWave 612 OrientToObject = Yes 613 CreateAtGroundHeight = Yes 614 End 615 End 616 617 ; ---------------------------------------------- 618 FXList WeaponFX_HeroicGenericTankGunNoTracer 619 ViewShake 620 Type = NORMAL 621 End 622 LightPulse 623 Color = R:128 G:0 B:0 624 Radius = 15 625 IncreaseTime = 0 626 DecreaseTime = 500 627 End 628 ParticleSystem 629 Name = HeroicTankMuzzleFlashSmoke 630 OrientToObject = Yes 631 End 632 ParticleSystem 633 Name = HeroicTankMuzzleFlashFlame 634 OrientToObject = Yes 635 End 636 ParticleSystem 637 Name = HeroicTankMuzzleFlare 638 OrientToObject = Yes 639 End 640 ParticleSystem 641 Name = TankMuzzleWave 642 OrientToObject = Yes 643 CreateAtGroundHeight = Yes 644 End 645 End 646 647 648 ; ---------------------------------------------- 649 FXList WeaponFX_NukeCannonMuzzleFlash 650 ViewShake 651 Type = NORMAL 652 End 653 LightPulse 654 Color = R:255 G:255 B:128 655 Radius = 15 656 IncreaseTime = 0 657 DecreaseTime = 500 658 End 659 ParticleSystem 660 Name = NukeCannonMuzzleFlashSmoke 661 OrientToObject = Yes 662 End 663 ParticleSystem 664 Name = NukeCannonMuzzleFlashFlame 665 OrientToObject = Yes 666 End 667 ParticleSystem 668 Name = NukeCannonMuzzleFlare 669 OrientToObject = Yes 670 End 671 ParticleSystem 672 Name = NukeCannonMuzzleFlashRing 673 OrientToObject = Yes 674 End 675 ParticleSystem 676 Name = NukeCannonMuzzleWave 677 OrientToObject = Yes 678 CreateAtGroundHeight = Yes 679 End 680 End 681 682 683 ; ---------------------------------------------- 684 FXList WeaponFX_HeroicNukeCannonMuzzleFlash 685 ViewShake 686 Type = NORMAL 687 End 688 LightPulse 689 Color = R:255 G:255 B:128 690 Radius = 15 691 IncreaseTime = 0 692 DecreaseTime = 500 693 End 694 ParticleSystem 695 Name = NukeCannonMuzzleFlashSmoke 696 OrientToObject = Yes 697 End 698 ParticleSystem 699 Name = NukeCannonMuzzleFlashFlame 700 OrientToObject = Yes 701 End 702 ParticleSystem 703 Name = HeroicNukeCannonMuzzleFlare 704 OrientToObject = Yes 705 End 706 ParticleSystem 707 Name = HeroicNukeCannonMuzzleFlashRing 708 OrientToObject = Yes 709 End 710 ParticleSystem 711 Name = NukeCannonMuzzleWave 712 OrientToObject = Yes 713 CreateAtGroundHeight = Yes 714 End 715 End 716 717 718 ; ---------------------------------------------- 719 FXList WeaponFX_GenericTankGunNoTracerSmall 720 ViewShake 721 Type = NORMAL 722 End 723 LightPulse 724 Color = R:255 G:255 B:128 725 Radius = 15 726 IncreaseTime = 0 727 DecreaseTime = 500 728 End 729 ParticleSystem 730 Name = TankSmallMuzzleFlashSmoke 731 OrientToObject = Yes 732 End 733 ParticleSystem 734 Name = TankSmallMuzzleFlashFlame 735 OrientToObject = Yes 736 End 737 ParticleSystem 738 Name = TankSmallMuzzleFlare 739 OrientToObject = Yes 740 End 741 End 742 743 ; ---------------------------------------------- 744 FXList WeaponFX_HeroicGenericTankGunNoTracerSmall 745 ViewShake 746 Type = NORMAL 747 End 748 LightPulse 749 Color = R:255 G:255 B:128 750 Radius = 15 751 IncreaseTime = 0 752 DecreaseTime = 500 753 End 754 ParticleSystem 755 Name = TankSmallMuzzleFlashSmoke 756 OrientToObject = Yes 757 End 758 ParticleSystem 759 Name = TankSmallMuzzleFlashFlame 760 OrientToObject = Yes 761 End 762 ParticleSystem 763 Name = HeroicTankSmallMuzzleFlare 764 OrientToObject = Yes 765 End 766 End 767 768 ; ---------------------------------------------- 769 FXList WeaponFX_GenericTankGun 770 ViewShake 771 Type = NORMAL 772 End 773 LightPulse 774 Color = R:255 G:255 B:128 775 Radius = 25 776 IncreaseTime = 0 777 DecreaseTime = 500 778 End 779 Tracer 780 DecayAt = 0.5 781 Length = 20 782 Width = 0.5 783 Color = R:230 G:204 B:179 784 End 785 ParticleSystem 786 Name = TankMuzzleFlashSmoke 787 OrientToObject = Yes 788 RotateY = 90 789 End 790 ParticleSystem 791 Name = TankMuzzleFlashFlame 792 OrientToObject = Yes 793 RotateY = 90 794 End 795 End 796 797 ; ---------------------------------------------- 798 FXList WeaponFX_GenericMachineGunFire 799 LightPulse 800 Color = R:255 G:255 B:128 801 Radius = 10 802 IncreaseTime = 0 803 DecreaseTime = 200 804 End 805 ParticleSystem 806 Name = GattlingCannonLenzflare 807 OrientToObject = Yes 808 Offset = X:0.0 Y:0.0 Z:0.0 809 End 810 ParticleSystem 811 Name = FallingShells 812 OrientToObject = Yes 813 Offset = X:0.0 Y:0.0 Z:0.0 814 End 815 Tracer 816 DecayAt = 1 817 Length = 10 818 Width = 0.3 819 Color = R:255 G:255 B:255 820 Speed = 600 821 Probability = 0.5 822 End 823 End 824 825 ; ---------------------------------------------- 826 FXList WeaponFX_GenericMachineGunFireWithRedTracers 827 LightPulse 828 Color = R:128 G:0 B:0 829 Radius = 25 830 IncreaseTime = 0 831 DecreaseTime = 200 832 End 833 ParticleSystem 834 Name = HeroicGattlingCannonLenzflare 835 OrientToObject = Yes 836 Offset = X:0.0 Y:0.0 Z:0.0 837 End 838 ParticleSystem 839 Name = FallingShells 840 OrientToObject = Yes 841 Offset = X:0.0 Y:0.0 Z:0.0 842 End 843 Tracer 844 DecayAt = 1 845 Length = 10 846 Width = 0.3 847 Color = R:255 G:0 B:0 848 Speed = 300 849 Probability = 0.5 850 End 851 End 852 853 ; ---------------------------------------------- 854 FXList WeaponFX_GattlingTankMachineGunFire 855 LightPulse 856 Color = R:255 G:255 B:128 857 Radius = 10 858 IncreaseTime = 0 859 DecreaseTime = 100 860 End 861 ParticleSystem 862 Name = GattlingCannonLenzflare 863 OrientToObject = Yes 864 Offset = X:0.0 Y:0.0 Z:0.0 865 End 866 ParticleSystem 867 Name = FallingShellsGattling 868 OrientToObject = Yes 869 Offset = X:0.0 Y:0.0 Z:0.0 870 End 871 Tracer 872 DecayAt = 1 873 Length = 10 874 Width = 0.3 875 Color = R:255 G:255 B:255 876 Speed = 1200 877 Probability = 0.7 878 End 879 End 880 881 ; ---------------------------------------------- 882 FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers 883 LightPulse 884 Color = R:255 G:64 B:64 885 Radius = 25 886 IncreaseTime = 0 887 DecreaseTime = 500 888 End 889 ParticleSystem 890 Name = HeroicGattlingCannonLenzflare 891 OrientToObject = Yes 892 Offset = X:0.0 Y:0.0 Z:0.0 893 End 894 ParticleSystem 895 Name = FallingShellsGattling 896 OrientToObject = Yes 897 Offset = X:0.0 Y:0.0 Z:0.0 898 End 899 Tracer 900 DecayAt = 1 901 Length = 10 902 Width = 0.3 903 Color = R:255 G:0 B:0 904 Speed = 1200 905 Probability = 0.7 906 End 907 End 908 909 910 ; ---------------------------------------------- 911 FXList WeaponFX_GattlingCannonMachineGunFire 912 LightPulse 913 Color = R:255 G:255 B:128 914 Radius = 10 915 IncreaseTime = 0 916 DecreaseTime = 100 917 End 918 ParticleSystem 919 Name = GattlingCannonLenzflare 920 OrientToObject = Yes 921 Offset = X:0.0 Y:0.0 Z:0.0 922 End 923 ParticleSystem 924 Name = FallingShellsGattlingTilted 925 OrientToObject = Yes 926 Offset = X:0.0 Y:0.0 Z:0.0 927 End 928 Tracer 929 DecayAt = 1 930 Length = 10 931 Width = 0.3 932 Color = R:255 G:255 B:255 933 Speed = 1200 934 Probability = 0.7 935 End 936 End 937 938 ; ---------------------------------------------- 939 FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers 940 LightPulse 941 Color = R:255 G:64 B:64 942 Radius = 25 943 IncreaseTime = 0 944 DecreaseTime = 500 945 End 946 ParticleSystem 947 Name = HeroicGattlingCannonLenzflare 948 OrientToObject = Yes 949 Offset = X:0.0 Y:0.0 Z:0.0 950 End 951 ParticleSystem 952 Name = FallingShellsGattlingTilted 953 OrientToObject = Yes 954 Offset = X:0.0 Y:0.0 Z:0.0 955 End 956 Tracer 957 DecayAt = 1 958 Length = 10 959 Width = 0.3 960 Color = R:255 G:0 B:0 961 Speed = 1200 962 Probability = 0.7 963 End 964 End 965 966 967 ; ---------------------------------------------- 968 FXList WeaponFX_RedguardMachineGunFire 969 LightPulse 970 Color = R:255 G:255 B:128 971 Radius = 10 972 IncreaseTime = 0 973 DecreaseTime = 100 974 End 975 Tracer 976 DecayAt = 1 977 Length = 10 978 Width = 0.3 979 Color = R:230 G:204 B:179 980 Speed = 300 981 Probability = 0.5 982 End 983 End 984 985 ; ---------------------------------------------- 986 FXList WeaponFX_HeroicRedguardMachineGunFire 987 LightPulse 988 Color = R:255 G:255 B:128 989 Radius = 10 990 IncreaseTime = 0 991 DecreaseTime = 100 992 End 993 Tracer 994 DecayAt = 1 995 Length = 10 996 Width = 0.3 997 Color = R:255 G:0 B:0 998 Speed = 300 999 Probability = 0.5 1000 End 1001 End 1002 1003 ; ---------------------------------------------- 1004 FXList WeaponFX_RangerAdvancedCombatRifleFire 1005 LightPulse 1006 Color = R:255 G:255 B:128 1007 Radius = 20 1008 IncreaseTime = 0 1009 DecreaseTime = 300 1010 End 1011 Tracer 1012 DecayAt = 1 1013 Length = 10 1014 Width = 0.3 1015 Color = R:230 G:204 B:179 1016 Speed = 300 1017 Probability = 0.5 1018 End 1019 End 1020 1021 ; ---------------------------------------------- 1022 FXList WeaponFX_HeroicRangerAdvancedCombatRifleFire 1023 LightPulse 1024 Color = R:255 G:255 B:128 1025 Radius = 20 1026 IncreaseTime = 0 1027 DecreaseTime = 300 1028 End 1029 Tracer 1030 DecayAt = 1 1031 Length = 10 1032 Width = 0.3 1033 Color = R:255 G:0 B:0 1034 Speed = 300 1035 Probability = 0.9 1036 End 1037 End 1038 1039 ; ---------------------------------------------- 1040 FXList WeaponFX_Comanche20mmCannonFire 1041 LightPulse 1042 Color = R:255 G:255 B:255 1043 Radius = 60 1044 IncreaseTime = 0 1045 DecreaseTime = 100 1046 End 1047 ParticleSystem 1048 Name = GattlingCannonLenzflare 1049 OrientToObject = Yes 1050 Offset = X:0.0 Y:0.0 Z:0.0 1051 End 1052 ParticleSystem 1053 Name = FallingShellsComanche 1054 OrientToObject = Yes 1055 Offset = X:0.0 Y:0.0 Z:0.0 1056 End 1057 Tracer 1058 DecayAt = 1 1059 Length = 10 1060 Width = 0.3 1061 Color = R:128 G:128 B:128 1062 Speed = 600 1063 ; Probability = 0.9 1064 End 1065 End 1066 1067 ; ---------------------------------------------- 1068 FXList WeaponFX_HeroicComanche20mmCannonFire 1069 LightPulse 1070 Color = R:255 G:128 B:128 1071 Radius = 60 1072 IncreaseTime = 0 1073 DecreaseTime = 100 1074 End 1075 ParticleSystem 1076 Name = HeroicGattlingCannonLenzflare 1077 OrientToObject = Yes 1078 Offset = X:0.0 Y:0.0 Z:0.0 1079 End 1080 ParticleSystem 1081 Name = FallingShellsComanche 1082 OrientToObject = Yes 1083 Offset = X:0.0 Y:0.0 Z:0.0 1084 End 1085 Tracer 1086 DecayAt = 1 1087 Length = 10 1088 Width = 0.3 1089 Color = R:196 G:0 B:0 1090 Speed = 600 1091 ; Probability = 0.9 1092 End 1093 End 1094 1095 ; ---------------------------------------------- 1096 FXList WeaponFX_WatchTowerMachineGunFire 1097 LightPulse 1098 Color = R:255 G:255 B:128 1099 Radius = 21 1100 IncreaseTime = 0 1101 DecreaseTime = 100 1102 End 1103 ParticleSystem 1104 Name = GattlingCannonLenzflare 1105 OrientToObject = Yes 1106 Offset = X:0.0 Y:0.0 Z:0.0 1107 End 1108 End 1109 1110 ; ---------------------------------------------- 1111 FXList WeaponFX_CommandoMachineGunFire 1112 LightPulse 1113 Color = R:255 G:255 B:128 1114 Radius = 10 1115 IncreaseTime = 0 1116 DecreaseTime = 100 1117 End 1118 End 1119 1120 ; ---------------------------------------------- 1121 FXList WeaponFX_QuadCannonGunFire 1122 LightPulse 1123 Color = R:128 G:128 B:64 1124 Radius = 20 1125 IncreaseTime = 0 1126 DecreaseTime = 100 1127 End 1128 ParticleSystem 1129 Name = GattlingCannonLenzflareIntense 1130 OrientToObject = Yes 1131 Offset = X:0.0 Y:0.0 Z:0.0 1132 End 1133 ParticleSystem 1134 Name = FallingShells 1135 OrientToObject = Yes 1136 Offset = X:0.0 Y:0.0 Z:0.0 1137 End 1138 Tracer 1139 DecayAt = 1 1140 Length = 10 1141 Width = 0.3 1142 Color = R:255 G:255 B:255 1143 Speed = 300 1144 Probability = 0.5 1145 End 1146 End 1147 1148 ; ---------------------------------------------- 1149 FXList WeaponFX_HeroicQuadCannonGunFire 1150 LightPulse 1151 Color = R:255 G:255 B:128 1152 Radius = 20 1153 IncreaseTime = 0 1154 DecreaseTime = 300 1155 End 1156 ParticleSystem 1157 Name = HeroicGattlingCannonLenzflare 1158 OrientToObject = Yes 1159 Offset = X:0.0 Y:0.0 Z:0.0 1160 End 1161 ParticleSystem 1162 Name = FallingShells 1163 OrientToObject = Yes 1164 Offset = X:0.0 Y:0.0 Z:0.0 1165 End 1166 Tracer 1167 DecayAt = 1 1168 Length = 10 1169 Width = 0.3 1170 Color = R:255 G:0 B:0 1171 Speed = 300 1172 Probability = 0.5 1173 End 1174 End 1175 1176 ; ---------------------------------------------- 1177 FXList WeaponFX_TechnicalGunFire 1178 LightPulse 1179 Color = R:255 G:255 B:128 1180 Radius = 25 1181 IncreaseTime = 0 1182 DecreaseTime = 500 1183 End 1184 ParticleSystem 1185 Name = GattlingCannonLenzflareIntense 1186 OrientToObject = Yes 1187 Offset = X:0.0 Y:0.0 Z:0.0 1188 End 1189 ParticleSystem 1190 Name = FallingShells 1191 OrientToObject = Yes 1192 Offset = X:0.0 Y:0.0 Z:0.0 1193 End 1194 Tracer 1195 DecayAt = 1 1196 Length = 10 1197 Width = 0.3 1198 Color = R:230 G:204 B:179 1199 Speed = 300 1200 Probability = 0.25 1201 End 1202 End 1203 1204 ; ---------------------------------------------- 1205 FXList WeaponFX_NapalmMissileDetonation 1206 ParticleSystem 1207 Name = NapalmExplosionArms 1208 End 1209 ParticleSystem 1210 Name = NapalmFire 1211 Offset = X:0.0 Y:0.0 Z:5.0 1212 End 1213 ParticleSystem 1214 Name = NapalmExplosionFlare 1215 Offset = X:0.0 Y:0.0 Z:15.0 1216 End 1217 TerrainScorch 1218 Type = RANDOM 1219 Radius = 15 1220 End 1221 LightPulse 1222 Color = R:255 G:128 B:51 1223 Radius = 30 1224 IncreaseTime = 0 1225 DecreaseTime = 2333 1226 End 1227 Sound 1228 Name = ExplosionFire 1229 End 1230 End 1231 1232 ; ---------------------------------------------- 1233 FXList WeaponFX_BlackNapalmMissileDetonation 1234 ParticleSystem 1235 Name = NapalmExplosionArms 1236 End 1237 ParticleSystem 1238 Name = NapalmFire 1239 Offset = X:0.0 Y:0.0 Z:5.0 1240 End 1241 TerrainScorch 1242 Type = RANDOM 1243 Radius = 15 1244 End 1245 LightPulse 1246 Color = R:255 G:128 B:51 1247 Radius = 30 1248 IncreaseTime = 0 1249 DecreaseTime = 2333 1250 End 1251 Sound 1252 Name = ExplosionFire 1253 End 1254 End 1255 1256 ; ---------------------------------------------- 1257 FXList WeaponFX_MolotovCocktailDetonation 1258 ParticleSystem 1259 Name = MolotovFlames 1260 End 1261 ParticleSystem 1262 Name = MolotovGlassShatter 1263 End 1264 TerrainScorch 1265 Type = RANDOM 1266 Radius = 18 1267 End 1268 LightPulse 1269 Color = R:255 G:128 B:51 1270 Radius = 30 1271 IncreaseTime = 0 1272 DecreaseTime = 2333 1273 End 1274 Sound 1275 Name = MolotovCocktailShatter 1276 End 1277 End 1278 1279 ; ---------------------------------------------- 1280 FXList WeaponFX_JetMissileDetonation 1281 ViewShake 1282 Type = NORMAL 1283 End 1284 TerrainScorch 1285 Type = RANDOM 1286 Radius = 15 1287 End 1288 LightPulse 1289 Color = R:255 G:128 B:51 1290 Radius = 30 1291 IncreaseTime = 0 1292 DecreaseTime = 2333 1293 End 1294 Sound 1295 Name = ExplosionJetMissile 1296 End 1297 End 1298 1299 ; ---------------------------------------------- 1300 FXList FX_BombExplosion 1301 ParticleSystem 1302 Name = CarpetBombExplosionSmoke 1303 End 1304 ParticleSystem 1305 Name = CarpetBombExplosionShockwave 1306 End 1307 ViewShake 1308 Type = NORMAL 1309 End 1310 TerrainScorch 1311 Type = RANDOM 1312 Radius = 15 1313 End 1314 Sound 1315 Name = Explosion 1316 End 1317 End 1318 1319 ; ---------------------------------------------- 1320 FXList FX_TankDieExplosion 1321 ViewShake 1322 Type = NORMAL 1323 End 1324 TerrainScorch 1325 Type = RANDOM 1326 Radius = 15 1327 End 1328 LightPulse 1329 Color = R:255 G:128 B:51 1330 Radius = 30 1331 IncreaseTime = 0 1332 DecreaseTime = 2333 1333 End 1334 Sound 1335 Name = TankDie 1336 End 1337 End 1338 1339 ; ----------------------------------------------------------------------------------- 1340 ; The death of a Jet 1341 FXList FX_JetDeathExplosion 1342 ParticleSystem 1343 Name = JetExplosion 1344 OrientToObject = Yes 1345 End 1346 ParticleSystem 1347 Name = JetDebris 1348 OrientToObject = Yes 1349 End 1350 ParticleSystem 1351 Name = MammothTankSubExplosionSmoke 1352 Count = 3 1353 Radius = 15 30 UNIFORM 1354 Height = 0 0 UNIFORM 1355 InitialDelay = 50 667 UNIFORM 1356 OrientToObject = Yes 1357 End 1358 ViewShake 1359 Type = NORMAL 1360 End 1361 End 1362 1363 ; ----------------------------------------------------------------------------------- 1364 ; The death of a Raptor 1365 ; ********************* 1366 ; KM: This is a COPY of the jet death explosion. Mike Jones -- I added this for you 1367 ; to take over and make it look cool! :) 1368 ; ********************* 1369 FXList FX_RaptorDeathExplosion 1370 ParticleSystem 1371 Name = JetExplosion 1372 OrientToObject = Yes 1373 End 1374 ParticleSystem 1375 Name = JetDebris 1376 OrientToObject = Yes 1377 End 1378 ParticleSystem 1379 Name = MammothTankSubExplosionSmoke 1380 Count = 3 1381 Radius = 15 30 UNIFORM 1382 Height = 0 0 UNIFORM 1383 InitialDelay = 50 667 UNIFORM 1384 OrientToObject = Yes 1385 End 1386 ViewShake 1387 Type = NORMAL 1388 End 1389 End 1390 1391 ; ----------------------------------------------------------------------------------- 1392 FXList FX_GenericTankDeathExplosion 1393 ParticleSystem 1394 Name = MammothTankExplosionSmoke 1395 End 1396 ParticleSystem 1397 Name = MammothTankSubExplosionSmoke 1398 Radius = 15 30 UNIFORM 1399 Height = 0 20 UNIFORM 1400 InitialDelay = 167 667 UNIFORM 1401 End 1402 ParticleSystem 1403 Name = MammothTankExplosionDebris 1404 End 1405 ParticleSystem 1406 Name = MammothTankExplosionLenzflare 1407 Offset = X:0.0 Y:0.0 Z:10.0 1408 End 1409 ParticleSystem 1410 Name = MammothTankExplosionShockwave 1411 End 1412 ViewShake 1413 Type = STRONG 1414 End 1415 TerrainScorch 1416 Type = RANDOM 1417 Radius = 15 1418 End 1419 Sound 1420 Name = TankDie 1421 End 1422 End 1423 1424 ; ----------------------------------------------------------------------------------- 1425 FXList FX_AmericaVehicleTomahawkDeathExplosion 1426 ParticleSystem 1427 Name = MammothTankExplosionSmoke 1428 End 1429 ParticleSystem 1430 Name = MammothTankSubExplosionSmoke 1431 Count = 3 1432 Radius = 15 30 UNIFORM 1433 Height = 0 20 UNIFORM 1434 InitialDelay = 167 667 UNIFORM 1435 End 1436 ParticleSystem 1437 Name = MammothTankExplosionDebris 1438 End 1439 ParticleSystem 1440 Name = MammothTankExplosionShockwave 1441 End 1442 ViewShake 1443 Type = STRONG 1444 End 1445 TerrainScorch 1446 Type = RANDOM 1447 Radius = 15 1448 End 1449 Sound 1450 Name = TankDie 1451 End 1452 End 1453 1454 ; ----------------------------------------------------------------------------------- 1455 FXList FX_ChinaVehicleNukeCannonDeathExplosion 1456 ; ----------------------------------------------------------------------------- 1457 1458 ViewShake 1459 Type = SEVERE 1460 End 1461 1462 Sound 1463 Name = ExplosionMiniNuke 1464 End 1465 1466 ParticleSystem 1467 Name = NukeCannonFlare 1468 InitialDelay = 0 0 UNIFORM ;In milliseconds 1469 Offset = X:0.0 Y:0.0 Z:40.0 1470 End 1471 1472 ParticleSystem 1473 Name = NukeCannonMushroomExplosion 1474 InitialDelay = 200 200 UNIFORM ;In milliseconds 1475 Offset = X:0.0 Y:0.0 Z:40.0 1476 End 1477 1478 ParticleSystem 1479 Name = NukeCannonMushroomCloudRing 1480 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 1481 Offset = X:0.0 Y:0.0 Z:45.0 1482 End 1483 1484 ParticleSystem 1485 Name = NukeCannonRing 1486 Offset = X:0.0 Y:0.0 Z:5.0 1487 End 1488 1489 ParticleSystem 1490 Name = NukeCannonBlastWave 1491 InitialDelay = 300 300 UNIFORM ;In milliseconds 1492 Offset = X:0.0 Y:0.0 Z:10.0 1493 End 1494 1495 ParticleSystem 1496 Name = NukeCannonShockwaveInverted 1497 InitialDelay = 300 300 UNIFORM ;In milliseconds 1498 Offset = X:0.0 Y:0.0 Z:20.0 1499 End 1500 1501 ParticleSystem 1502 Name = NukeCannonMushroomStem 1503 InitialDelay = 200 200 UNIFORM ;In milliseconds 1504 Offset = X:0.0 Y:0.0 Z:20.0 1505 End 1506 1507 ParticleSystem 1508 Name = NukeCannonMushroomRing 1509 InitialDelay = 1000 1000 UNIFORM ;In milliseconds 1510 Offset = X:0.0 Y:0.0 Z:35.0 1511 End 1512 1513 End 1514 1515 FXList FX_dirtynukedeath 1516 ; ----------------------------------------------------------------------------- 1517 1518 ViewShake 1519 Type = SEVERE 1520 End 1521 1522 Sound 1523 Name = ExplosionMiniNuke 1524 End 1525 1526 ParticleSystem 1527 Name = NukeCannonFlare 1528 InitialDelay = 0 0 UNIFORM ;In milliseconds 1529 Offset = X:0.0 Y:0.0 Z:40.0 1530 End 1531 1532 ParticleSystem 1533 Name = NukeCannonMushroomExplosion 1534 InitialDelay = 200 200 UNIFORM ;In milliseconds 1535 Offset = X:0.0 Y:0.0 Z:40.0 1536 End 1537 1538 ParticleSystem 1539 Name = NukeCannonMushroomCloudRing 1540 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 1541 Offset = X:0.0 Y:0.0 Z:45.0 1542 End 1543 1544 ParticleSystem 1545 Name = NukeCannonRing 1546 Offset = X:0.0 Y:0.0 Z:5.0 1547 End 1548 1549 ParticleSystem 1550 Name = NukeCannonBlastWave 1551 InitialDelay = 300 300 UNIFORM ;In milliseconds 1552 Offset = X:0.0 Y:0.0 Z:10.0 1553 End 1554 1555 ParticleSystem 1556 Name = NukeCannonShockwaveInverted 1557 InitialDelay = 300 300 UNIFORM ;In milliseconds 1558 Offset = X:0.0 Y:0.0 Z:20.0 1559 End 1560 1561 ParticleSystem 1562 Name = NukeCannonMushroomStem 1563 InitialDelay = 200 200 UNIFORM ;In milliseconds 1564 Offset = X:0.0 Y:0.0 Z:20.0 1565 End 1566 1567 ParticleSystem 1568 Name = NukeCannonMushroomRing 1569 InitialDelay = 1000 1000 UNIFORM ;In milliseconds 1570 Offset = X:0.0 Y:0.0 Z:35.0 1571 End 1572 1573 End 1574 1575 ;--------------------------------------------------------------------------------------- 1576 ;The list of effects that occur when the beam hits the ground. The number of times the 1577 ;beam hits the ground is specified in the particle uplink cannon's settings, and changing 1578 ;it does NOT effect gameplay -- so change as you see fit! 1579 ;--------------------------------------------------------------------------------------- 1580 FXList FX_ParticleUplinkCannon_BeamHitsGround 1581 1582 ; ViewShake 1583 ; Type = SEVERE 1584 ; End 1585 1586 ; Sound 1587 ; Name = ExplosionScudExplosive 1588 ; End 1589 1590 ParticleSystem 1591 Name = ParticleCannonUplink_HitFlare 1592 Offset = X:0.0 Y:0.0 Z:2.0 1593 OrientToObject = Yes 1594 End 1595 1596 ParticleSystem 1597 Name = ParticleUplinkCannon_Magma 1598 Offset = X:0.0 Y:0.0 Z:1.0 1599 End 1600 ParticleSystem 1601 Name = ParticleUplinkCannon_Sparks 1602 Offset = X:0.0 Y:0.0 Z:1.0 1603 End 1604 ParticleSystem 1605 Name = ParticleUplinkCannon_Shockwave 1606 Offset = X:0.0 Y:0.0 Z:1.0 1607 End 1608 ParticleSystem 1609 Name = ParticleUplinkCannon_Fire 1610 Offset = X:0.0 Y:0.0 Z:1.0 1611 End 1612 End 1613 1614 ; --------------------------------------------------------------------------------------- 1615 FXList FX_ParticleUplinkCannon_BeamLaunchIteration 1616 1617 ; ViewShake 1618 ; Type = SEVERE 1619 ; End 1620 1621 ; Sound 1622 ; Name = ExplosionScudExplosive 1623 ; End 1624 1625 ParticleSystem 1626 Name = ParticleUplinkCannon_LaunchFlare 1627 Offset = X:0.0 Y:0.0 Z:10.0 1628 End 1629 1630 ; ParticleSystem 1631 ; Name = ParticleUplinkCannon_Magma 1632 ; Offset = X:0.0 Y:0.0 Z:1.0 1633 ; End 1634 End 1635 1636 ; --------------------------------------------------------------------------------------- 1637 ; The initial detonation of the Mammoth Tank - fiery 'arms' shoot out, and it breaks apart 1638 FXList FX_GenericTankDeathEffect 1639 ParticleSystem 1640 Name = MammothTankExplosionArms 1641 End 1642 Sound 1643 Name = Explosion 1644 End 1645 End 1646 1647 ; ----------------------------------------------------------------------------- 1648 FXList FX_CrusaderCatchFire 1649 ParticleSystem 1650 Name = TankFire 1651 Offset = X:0 Y:0 Z:10 1652 End 1653 ViewShake 1654 Type = SUBTLE 1655 End 1656 Sound 1657 Name = ExplosionBarrel 1658 End 1659 End 1660 1661 ; ----------------------------------------------------------------------------- 1662 FXList FX_HumveeExplosionOneInitial 1663 ParticleSystem 1664 Name = HotPillarArms 1665 Offset = X:10 Y:0 Z:10 1666 End 1667 ViewShake 1668 Type = SUBTLE 1669 End 1670 Sound 1671 Name = ExplosionBarrel 1672 End 1673 End 1674 1675 ; ----------------------------------------------------------------------------------- 1676 ; The secondary detonation of the Humvee 1677 FXList FX_HumveeExplosionOneFinal 1678 ParticleSystem 1679 Name = HumveeExplosionSmoke 1680 End 1681 ParticleSystem 1682 Name = HumveeSubExplosionSmoke 1683 Count = 3 1684 Radius = 15 30 UNIFORM 1685 Height = 0 20 UNIFORM 1686 InitialDelay = 167 667 UNIFORM 1687 End 1688 ParticleSystem 1689 Name = HumveeExplosionDebris 1690 End 1691 ViewShake 1692 Type = STRONG 1693 End 1694 TerrainScorch 1695 Type = RANDOM 1696 Radius = 15 1697 End 1698 Sound 1699 Name = TankDie 1700 End 1701 End 1702 1703 ; ----------------------------------------------------------------------------- 1704 FXList FX_HumveeDamageTransition 1705 ParticleSystem 1706 Name = HumveeTransitionExplosion1 1707 Offset = X:0 Y:0 Z:10 1708 End 1709 ViewShake 1710 Type = SUBTLE 1711 End 1712 Sound 1713 Name = VehicleDamagedState 1714 End 1715 End 1716 1717 ; ----------------------------------------------------------------------------- 1718 FXList FX_ComancheDamageTransition 1719 ParticleSystem 1720 Name = ComancheTransitionSmoke 1721 Offset = X:0 Y:0 Z:10 1722 End 1723 ViewShake 1724 Type = SUBTLE 1725 End 1726 Sound 1727 Name = VehicleDamagedState 1728 End 1729 End 1730 1731 ; ----------------------------------------------------------------------------- 1732 FXList FX_JetBigDamageTransition 1733 ParticleSystem 1734 Name = JetTransitionSmokeLarge 1735 Offset = X:0 Y:0 Z:10 1736 OrientToObject = Yes 1737 End 1738 ViewShake 1739 Type = SUBTLE 1740 End 1741 Sound 1742 Name = VehicleDamagedState 1743 End 1744 End 1745 1746 ; ----------------------------------------------------------------------------- 1747 FXList FX_BattleMasterExplosionOneInitial 1748 ParticleSystem 1749 Name = HotPillarArms 1750 Offset = X:0 Y:0 Z:10 1751 End 1752 ViewShake 1753 Type = SUBTLE 1754 End 1755 Sound 1756 Name = ExplosionBarrel 1757 End 1758 End 1759 1760 ; ----------------------------------------------------------------------------- 1761 FXList FX_GattlingExplosionOneInitial 1762 ParticleSystem 1763 Name = HotPillarArms 1764 Offset = X:0 Y:0 Z:10 1765 End 1766 ViewShake 1767 Type = SUBTLE 1768 End 1769 Sound 1770 Name = ExplosionBarrel 1771 End 1772 End 1773 1774 ; ----------------------------------------------------------------------------- 1775 FXList FX_GattlingExplosionOneFinal 1776 ParticleSystem 1777 Name = BattleMasterTankExplosionSmoke 1778 End 1779 ParticleSystem 1780 Name = BattleMasterTankSubExplosionSmoke 1781 Count = 3 1782 Radius = 15 30 UNIFORM 1783 Height = 0 20 UNIFORM 1784 InitialDelay = 167 667 UNIFORM 1785 End 1786 ParticleSystem 1787 Name = BattleMasterTankExplosionDebris 1788 End 1789 ParticleSystem 1790 Name = BattleMasterTankExplosionShockwave 1791 End 1792 ViewShake 1793 Type = STRONG 1794 End 1795 TerrainScorch 1796 Type = RANDOM 1797 Radius = 15 1798 End 1799 Sound 1800 Name = TankDie 1801 End 1802 End 1803 1804 ; ----------------------------------------------------------------------------- 1805 FXList FX_BattleMasterExplosionOneFinal 1806 ParticleSystem 1807 Name = BattleMasterTankExplosionSmoke 1808 End 1809 ParticleSystem 1810 Name = BattleMasterTankExplosionDebris 1811 End 1812 ParticleSystem 1813 Name = BattleMasterTankExplosionShockwave 1814 Offset = X:0 Y:0 Z:2 1815 End 1816 ParticleSystem 1817 Name = BattleMasterTankExplosionLenzflare 1818 Offset = X:0 Y:0 Z:10 1819 End 1820 ViewShake 1821 Type = STRONG 1822 End 1823 TerrainScorch 1824 Type = RANDOM 1825 Radius = 15 1826 End 1827 Sound 1828 Name = TankDie 1829 End 1830 End 1831 1832 ; ----------------------------------------------------------------------------- 1833 FXList FX_ScudLauncherExplosionOneFinal 1834 ParticleSystem 1835 Name = ScudLauncherExplosionSmoke 1836 OrientToObject = Yes 1837 End 1838 ParticleSystem 1839 Name = BattleMasterTankExplosionDebris 1840 End 1841 ParticleSystem 1842 Name = BattleMasterTankExplosionShockwave 1843 Offset = X:0 Y:0 Z:2 1844 End 1845 ParticleSystem 1846 Name = BattleMasterTankExplosionLenzflare 1847 Offset = X:0 Y:0 Z:10 1848 End 1849 ParticleSystem 1850 Name = ScudMissleLauncherExplosionTrailArms 1851 Offset = X:0 Y:0 Z:5 1852 End 1853 ViewShake 1854 Type = STRONG 1855 End 1856 TerrainScorch 1857 Type = RANDOM 1858 Radius = 15 1859 End 1860 Sound 1861 Name = TankDie 1862 End 1863 End 1864 1865 ; ----------------------------------------------------------------------------- 1866 FXList FX_SupplyTruckExplosionOneFinal 1867 ParticleSystem 1868 Name = ScudLauncherExplosionSmoke 1869 OrientToObject = Yes 1870 End 1871 ParticleSystem 1872 Name = BattleMasterTankExplosionDebris 1873 End 1874 ParticleSystem 1875 Name = BattleMasterTankExplosionShockwave 1876 Offset = X:0 Y:0 Z:2 1877 End 1878 ParticleSystem 1879 Name = BattleMasterTankExplosionLenzflare 1880 Offset = X:0 Y:0 Z:10 1881 End 1882 ; ParticleSystem 1883 ; Name = ScudMissleLauncherExplosionTrailArms 1884 ; Offset = X:0 Y:0 Z:5 1885 ; End 1886 ViewShake 1887 Type = STRONG 1888 End 1889 TerrainScorch 1890 Type = RANDOM 1891 Radius = 15 1892 End 1893 Sound 1894 Name = TankDie 1895 End 1896 End 1897 1898 ; ----------------------------------------------------------------------------- 1899 FXList FX_ToxinTruckExplosionOneFinal 1900 ParticleSystem 1901 Name = BattleMasterTankExplosionSmoke 1902 End 1903 ParticleSystem 1904 Name = BattleMasterTankExplosionDebris 1905 End 1906 ParticleSystem 1907 Name = ScudMissleExplosionTrailArms 1908 Offset = X:0 Y:0 Z:2 1909 End 1910 ParticleSystem 1911 Name = ToxicExplosionLarge 1912 Offset = X:0 Y:0 Z:5 1913 End 1914 ViewShake 1915 Type = STRONG 1916 End 1917 TerrainScorch 1918 Type = RANDOM 1919 Radius = 15 1920 End 1921 Sound 1922 Name = TankDie 1923 End 1924 End 1925 1926 ; ----------------------------------------------------------------------------- 1927 FXList FX_GattlingExplosionOneFinal 1928 ParticleSystem 1929 Name = BattleMasterTankExplosionSmoke 1930 End 1931 ParticleSystem 1932 Name = BattleMasterTankExplosionDebris 1933 End 1934 ParticleSystem 1935 Name = BattleMasterTankExplosionShockwave 1936 Offset = X:0 Y:0 Z:2 1937 End 1938 ParticleSystem 1939 Name = BattleMasterTankExplosionLenzflare 1940 Offset = X:0 Y:0 Z:10 1941 End 1942 ViewShake 1943 Type = STRONG 1944 End 1945 TerrainScorch 1946 Type = RANDOM 1947 Radius = 15 1948 End 1949 Sound 1950 Name = TankDie 1951 End 1952 End 1953 1954 ; ----------------------------------------------------------------------------- 1955 FXList FX_BattleMasterDamageTransition 1956 ParticleSystem 1957 Name = BattleMasterTransitionExplosion 1958 Offset = X:0 Y:0 Z:10 1959 End 1960 ParticleSystem 1961 Name = BattleMasterTransitionLenzflare 1962 Offset = X:0 Y:0 Z:1 1963 End 1964 ParticleSystem 1965 Name = BattleMasterTransitionDebris 1966 Offset = X:0 Y:0 Z:10 1967 End 1968 ViewShake 1969 Type = SUBTLE 1970 End 1971 Sound 1972 Name = VehicleDamagedState 1973 End 1974 End 1975 1976 ; ----------------------------------------------------------------------------- 1977 FXList FX_BattleMasterDamageTransitionSmall 1978 ParticleSystem 1979 Name = BattleMasterTransitionExplosionSmall 1980 Offset = X:0 Y:0 Z:10 1981 End 1982 ParticleSystem 1983 Name = BattleMasterTransitionLenzflareSmall 1984 Offset = X:0 Y:0 Z:1 1985 End 1986 ParticleSystem 1987 Name = BattleMasterTransitionDebrisSmall 1988 Offset = X:0 Y:0 Z:10 1989 End 1990 ViewShake 1991 Type = SUBTLE 1992 End 1993 Sound 1994 Name = VehicleDamagedState 1995 End 1996 End 1997 1998 ; ----------------------------------------------------------------------------- 1999 FXList FX_BattleDroneDamageTransitionSmall 2000 ParticleSystem 2001 Name = BattleMasterTransitionExplosionSmall 2002 Offset = X:0 Y:0 Z:10 2003 End 2004 ParticleSystem 2005 Name = BattleMasterTransitionLenzflareSmall 2006 Offset = X:0 Y:0 Z:1 2007 End 2008 ParticleSystem 2009 Name = BattleMasterTransitionDebrisSmall 2010 Offset = X:0 Y:0 Z:10 2011 End 2012 ViewShake 2013 Type = SUBTLE 2014 End 2015 End 2016 2017 ; ----------------------------------------------------------------------------- 2018 FXList FX_ScudLauncherDamageTransition 2019 ParticleSystem 2020 Name = ScudLauncherTransitionExplosion 2021 Offset = X:0 Y:0 Z:5 2022 OrientToObject = Yes 2023 End 2024 ParticleSystem 2025 Name = ScudLauncherTransitionLenzflare 2026 Offset = X:0 Y:0 Z:1 2027 OrientToObject = Yes 2028 End 2029 ParticleSystem 2030 Name = ScudLauncherTransitionDebris 2031 Offset = X:0 Y:0 Z:10 2032 OrientToObject = Yes 2033 End 2034 ViewShake 2035 Type = SUBTLE 2036 End 2037 Sound 2038 Name = VehicleDamagedState 2039 End 2040 End 2041 2042 ; ----------------------------------------------------------------------------- 2043 FXList FX_OverlordSmoke 2044 ParticleSystem 2045 Name = TankSmoke 2046 Offset = X:0 Y:0 Z:10 2047 End 2048 ViewShake 2049 Type = SUBTLE 2050 End 2051 Sound 2052 Name = ExplosionBarrel 2053 End 2054 End 2055 2056 ; ----------------------------------------------------------------------------- 2057 FXList FX_OverlordExplosionOneInitial 2058 ParticleSystem 2059 Name = HotPillarArms 2060 Offset = X:0 Y:0 Z:10 2061 End 2062 ViewShake 2063 Type = SUBTLE 2064 End 2065 Sound 2066 Name = ExplosionBarrel 2067 End 2068 End 2069 2070 ; ----------------------------------------------------------------------------------- 2071 FXList FX_OverlordExplosionOneFinal 2072 ParticleSystem 2073 Name = OverlordExplosionSmoke 2074 End 2075 ParticleSystem 2076 Name = OverlordSubExplosionSmoke 2077 Radius = 15 30 UNIFORM 2078 Height = 0 20 UNIFORM 2079 InitialDelay = 167 667 UNIFORM 2080 End 2081 ParticleSystem 2082 Name = OverlordExplosionDebris 2083 End 2084 ParticleSystem 2085 Name = OverlordExplosionLenzflare 2086 Offset = X:0.0 Y:0.0 Z:10.0 2087 End 2088 ParticleSystem 2089 Name = OverlordExplosionShockwave 2090 End 2091 ViewShake 2092 Type = STRONG 2093 End 2094 TerrainScorch 2095 Type = RANDOM 2096 Radius = 15 2097 End 2098 Sound 2099 Name = TankDie 2100 End 2101 End 2102 2103 ; ----------------------------------------------------------------------------- 2104 FXList FX_OverlordDamageTransition 2105 ParticleSystem 2106 Name = OverlordTransitionExplosion 2107 Offset = X:0 Y:0 Z:10 2108 End 2109 ParticleSystem 2110 Name = OverlordTransitionDebris 2111 Offset = X:0 Y:0 Z:10 2112 End 2113 ParticleSystem 2114 Name = OverlordTransitionLenzflare 2115 Offset = X:0 Y:0 Z:1 2116 End 2117 ViewShake 2118 Type = SUBTLE 2119 End 2120 Sound 2121 Name = VehicleDamagedState 2122 End 2123 End 2124 2125 ; ----------------------------------------------------------------------------- 2126 FXList FX_NukeCannonDamageTransition 2127 ParticleSystem 2128 Name = NukeCannonTransitionExplosion 2129 Offset = X:0 Y:0 Z:10 2130 End 2131 ParticleSystem 2132 Name = NukeCannonTransitionDebris 2133 Offset = X:0 Y:0 Z:10 2134 End 2135 ParticleSystem 2136 Name = NukeCannonTransitionLenzflare 2137 Offset = X:0 Y:0 Z:1 2138 End 2139 ViewShake 2140 Type = SUBTLE 2141 End 2142 Sound 2143 Name = VehicleDamagedState 2144 End 2145 End 2146 2147 ; ----------------------------------------------------------------------------- 2148 FXList FX_DragonDamageTransition 2149 ParticleSystem 2150 Name = DragonTransitionExplosion 2151 Offset = X:0 Y:0 Z:10 2152 End 2153 ParticleSystem 2154 Name = DragonTransitionDebris 2155 Offset = X:0 Y:0 Z:10 2156 End 2157 ParticleSystem 2158 Name = DragonTransitionLenzflare 2159 Offset = X:0 Y:0 Z:1 2160 End 2161 ViewShake 2162 Type = SUBTLE 2163 End 2164 Sound 2165 Name = VehicleDamagedState 2166 End 2167 End 2168 2169 ; ----------------------------------------------------------------------------- 2170 FXList FX_CrusaderDamageTransition 2171 ParticleSystem 2172 Name = DragonTransitionExplosion1 2173 Offset = X:0 Y:0 Z:0 2174 End 2175 ViewShake 2176 Type = SUBTLE 2177 End 2178 Sound 2179 Name = VehicleDamagedState 2180 End 2181 End 2182 2183 ; ----------------------------------------------------------------------------- 2184 FXList FX_MIGDamageTransition 2185 ParticleSystem 2186 Name = MIGTransitionSmoke 2187 Offset = X:0 Y:0 Z:0 2188 OrientToObject = Yes 2189 End 2190 ViewShake 2191 Type = SUBTLE 2192 End 2193 Sound 2194 Name = VehicleDamagedState 2195 End 2196 End 2197 2198 ; ----------------------------------------------------------------------------- 2199 FXList FX_DragonNapalmSpill 2200 ParticleSystem 2201 Name = NapalmSpill01 2202 Offset = X:0 Y:0 Z:10 2203 ; AttachToObject = YES 2204 End 2205 ParticleSystem 2206 Name = NapalmSpill02 2207 ; AttachToObject = YES 2208 Offset = X:0 Y:0 Z:10 2209 End 2210 Sound 2211 Name = FireHydrantBreak 2212 End 2213 End 2214 2215 ; ----------------------------------------------------------------------------------- 2216 ; The secondary detonation of the Dragon Tank - multiple explosions, dirt, shockwave 2217 FXList FX_DragonTankDeathExplosionFinal 2218 ParticleSystem 2219 Name = OverlordExplosionSmoke 2220 End 2221 ParticleSystem 2222 Name = OverlordSubExplosionSmoke 2223 Radius = 15 30 UNIFORM 2224 Height = 0 20 UNIFORM 2225 InitialDelay = 167 667 UNIFORM 2226 End 2227 ParticleSystem 2228 Name = FirestormSmall 2229 End 2230 ParticleSystem 2231 Name = FirestormRingSmall 2232 OrientToObject = Yes 2233 Offset = X:0 Y:0 Z:1 2234 End 2235 ViewShake 2236 Type = SUBTLE 2237 End 2238 TerrainScorch 2239 Type = RANDOM 2240 Radius = 15 2241 End 2242 Sound 2243 Name = TankDie 2244 End 2245 End 2246 2247 ; ----------------------------------------------------------------------------- 2248 FXList FX_QuadCannonCatchFire 2249 ParticleSystem 2250 Name = TankFire 2251 Offset = X:0 Y:0 Z:10 2252 End 2253 ViewShake 2254 Type = SUBTLE 2255 End 2256 Sound 2257 Name = QuadCannonCatchFire 2258 End 2259 End 2260 2261 ; ---------------------------------------------- 2262 FXList FX_FireHydrantExplode 2263 Sound 2264 Name = FireHydrantBreak 2265 End 2266 End 2267 2268 ; ---------------------------------------------- 2269 ; The death of a small structure 2270 FXList FX_SmallStructureDeath 2271 ; firey "heart" of the explosion 2272 ParticleSystem 2273 Name = MammothTankSubExplosionSmoke 2274 End 2275 ParticleSystem 2276 Name = MammothTankSubExplosionSmoke 2277 Radius = 15 30 UNIFORM 2278 Height = 15 30 UNIFORM 2279 InitialDelay = 200 300 UNIFORM 2280 End 2281 2282 ; grey "dusty" clouds 2283 ParticleSystem 2284 Name = StructureExplosionSmoke 2285 Count = 1 2286 ;Radius = 10 20 UNIFORM 2287 Height = 0 0 UNIFORM 2288 InitialDelay = 0 200 UNIFORM 2289 End 2290 ParticleSystem 2291 Name = StructureSubExplosionSmoke 2292 Count = 5 2293 Radius = 15 30 UNIFORM 2294 Height = 0 30 UNIFORM 2295 InitialDelay = 167 1000 UNIFORM 2296 End 2297 2298 ParticleSystem 2299 Name = StructureExplosionDebris 2300 End 2301 ParticleSystem 2302 Name = SmallStructureExplosionShockwave 2303 End 2304 ViewShake 2305 Type = STRONG 2306 End 2307 End 2308 2309 ; ---------------------------------------------- 2310 ; The death of a large structure 2311 FXList FX_LargeStructureDeath 2312 2313 Sound 2314 Name = BuildingDie 2315 End 2316 2317 ; firey "heart" of the explosion 2318 ParticleSystem 2319 Name = MammothTankSubExplosionSmoke 2320 Count = 2 2321 Radius = 20 30 UNIFORM 2322 Height = 0 20 UNIFORM 2323 InitialDelay = 0 200 UNIFORM 2324 End 2325 2326 ; grey "dusty" clouds 2327 ParticleSystem 2328 Name = StructureExplosionSmoke 2329 Count = 3 ; 4 2330 Radius = 10 40 UNIFORM 2331 Height = 0 20 UNIFORM 2332 InitialDelay = 0 200 UNIFORM 2333 End 2334 ParticleSystem 2335 Name = StructureSubExplosionSmoke 2336 Count = 5 2337 Radius = 15 50 UNIFORM 2338 Height = 0 40 UNIFORM 2339 InitialDelay = 167 1000 UNIFORM 2340 End 2341 ParticleSystem 2342 Name = StructureExplosionDebris 2343 End 2344 ParticleSystem 2345 Name = LargeStructureExplosionShockwave 2346 End 2347 2348 ViewShake 2349 Type = STRONG 2350 End 2351 2352 End 2353 2354 ; ----------------------------------------------------------------------------- 2355 ; The death of a command center 2356 ; ----------------------------------------------------------------------------- 2357 FXList FX_CommandCenterDeath 2358 ; firey "heart" of the explosion 2359 ParticleSystem 2360 Name = MammothTankSubExplosionSmoke 2361 Count = 2 2362 Radius = 20 30 UNIFORM 2363 Height = 0 20 UNIFORM 2364 InitialDelay = 0 200 UNIFORM 2365 End 2366 2367 ; grey "dusty" clouds 2368 ParticleSystem 2369 Name = StructureExplosionSmoke 2370 Count = 3 ; 4 2371 Radius = 10 40 UNIFORM 2372 Height = 0 20 UNIFORM 2373 InitialDelay = 0 200 UNIFORM 2374 End 2375 ParticleSystem 2376 Name = StructureSubExplosionSmoke 2377 Count = 5 2378 Radius = 15 50 UNIFORM 2379 Height = 0 40 UNIFORM 2380 InitialDelay = 167 1000 UNIFORM 2381 End 2382 ParticleSystem 2383 Name = StructureExplosionDebris 2384 End 2385 ParticleSystem 2386 Name = LargeStructureExplosionShockwave 2387 End 2388 ViewShake 2389 Type = STRONG 2390 End 2391 End 2392 2393 ; ----------------------------------------------------------------------------- 2394 ; The start of a Asian TV Station death 2395 ; ----------------------------------------------------------------------------- 2396 FXList FX_AsianTVStationDeath 2397 2398 ; firey heard explosion at repair bay 2399 ParticleSystem 2400 Name = SubExplosionSmoke01 2401 Offset = X:-30 Y:15: Z:10 2402 Count = 2 2403 Radius = 1 8 UNIFORM 2404 Height = 1 8 UNIFORM 2405 InitialDelay = 100 200 UNIFORM 2406 End 2407 2408 ; firey heard explosion at repair bay 2409 ParticleSystem 2410 Name = SubExplosionSmoke01 2411 Offset = X:30 Y:15: Z:10 2412 Count = 2 2413 Radius = 1 8 UNIFORM 2414 Height = 1 8 UNIFORM 2415 InitialDelay = 100 200 UNIFORM 2416 End 2417 2418 ; firey heard explosion at repair bay 2419 ParticleSystem 2420 Name = SubExplosionSmoke01 2421 Offset = X:30 Y:-15: Z:10 2422 Count = 2 2423 Radius = 1 8 UNIFORM 2424 Height = 1 8 UNIFORM 2425 InitialDelay = 100 200 UNIFORM 2426 End 2427 2428 ; firey heard explosion at repair bay 2429 ParticleSystem 2430 Name = SubExplosionSmoke01 2431 Offset = X:-30 Y:-15: Z:10 2432 Count = 2 2433 Radius = 1 8 UNIFORM 2434 Height = 1 8 UNIFORM 2435 InitialDelay = 100 200 UNIFORM 2436 End 2437 2438 End 2439 2440 ; ----------------------------------------------------------------------------- 2441 ; The start of a war factory death 2442 ; ----------------------------------------------------------------------------- 2443 FXList FX_AmericaWarFactoryDeathStart 2444 2445 ; shake the screen a bit 2446 ViewShake 2447 Type = NORMAL 2448 End 2449 2450 End 2451 2452 ; ----------------------------------------------------------------------------- 2453 ; The final death of a war factory 2454 ; ----------------------------------------------------------------------------- 2455 FXList FX_AmericaWarFactoryDeathFinal 2456 2457 ; square shockwave around base of structure 2458 ParticleSystem 2459 Name = LargeSquareShockwave 2460 OrientToObject = Yes 2461 End 2462 2463 ; firey heard explosion at above entrance arc 2464 ParticleSystem 2465 Name = SubExplosionSmoke01 2466 Offset = X:30 Y:-30: Z:10 2467 Count = 1 2468 Radius = 1 8 UNIFORM 2469 Height = 1 8 UNIFORM 2470 InitialDelay = 200 400 UNIFORM 2471 End 2472 2473 ; grey "dusty" clouds 2474 ParticleSystem 2475 Name = StructureExplosionSmoke 2476 Offset = X:0 Y:0 Z:10 2477 Count = 3 2478 Radius = 10 40 UNIFORM 2479 Height = 0 20 UNIFORM 2480 InitialDelay = 0 200 UNIFORM 2481 End 2482 2483 ; lighter than dusty clouds support smoke puffs 2484 ParticleSystem 2485 Name = StructureSubExplosionSmoke 2486 Count = 5 2487 Radius = 15 50 UNIFORM 2488 Height = 0 40 UNIFORM 2489 InitialDelay = 267 1000 UNIFORM 2490 End 2491 2492 ; shake the screen 2493 ViewShake 2494 Type = STRONG 2495 End 2496 2497 ; play a sound 2498 Sound 2499 Name = BuildingDie 2500 End 2501 2502 End 2503 2504 ; ----------------------------------------------------------------------------- 2505 ; The opening of the ChinaNuclearMissileLauncher door 2506 ; ----------------------------------------------------------------------------- 2507 FXList ChinaNuclearMissileLauncherDoorOpen 2508 Sound 2509 Name = BuildingNeutronMissileOpen 2510 End 2511 End 2512 2513 ; ----------------------------------------------------------------------------- 2514 ; The launching of the ChinaNuclearMissileLauncher missile 2515 ; ----------------------------------------------------------------------------- 2516 FXList ChinaNuclearMissileLauncherLaunch 2517 Sound 2518 Name = BuildingNeutronMissileLaunch 2519 End 2520 End 2521 2522 ; ---------------------------------------------- 2523 FXList FX_ABPowerPlantExplode 2524 ParticleSystem 2525 Name = MammothTankExplosionSmoke 2526 End 2527 End 2528 2529 ; ---------------------------------------------- 2530 FXList FX_ABStingerSiteExplode 2531 ParticleSystem 2532 Name = MammothTankExplosionSmoke 2533 End 2534 ParticleSystem 2535 Name = SmallStructureExplosionShockwave 2536 End 2537 End 2538 2539 ; ---------------------------------------------- 2540 FXList FX_ABTunnelNetworkExplode 2541 ParticleSystem 2542 Name = MammothTankExplosionSmoke 2543 End 2544 ParticleSystem 2545 Name = SmallStructureExplosionShockwave 2546 End 2547 ParticleSystem 2548 Name = StructureExplosionSmallDebris 2549 End 2550 End 2551 2552 ; ---------------------------------------------- 2553 FXList FX_TankerTruckExplode 2554 Sound 2555 Name = CarDie 2556 End 2557 ParticleSystem 2558 Name = SootySmokeColumn 2559 Offset = X:20 Y:0 Z:0 2560 End 2561 ParticleSystem 2562 Name = MammothTankExplosionSmoke 2563 End 2564 ParticleSystem 2565 Name = BarrelExplosionDebris 2566 Count = 3 2567 Radius = 0 10 UNIFORM 2568 InitialDelay = 167 1000 UNIFORM 2569 End 2570 ParticleSystem 2571 Name = MammothTankSubExplosionSmoke 2572 Count = 10 2573 Radius = 15 30 UNIFORM 2574 Height = 0 20 UNIFORM 2575 InitialDelay = 167 3000 UNIFORM 2576 End 2577 ParticleSystem 2578 Name = TankerTruckExplosionShockwave 2579 End 2580 Sound 2581 Name = GasStationDie 2582 End 2583 ViewShake 2584 Type = STRONG 2585 End 2586 End 2587 2588 ; ---------------------------------------------- 2589 FXList FX_CarWallSmoke 2590 ParticleSystem 2591 Name = HumveeSubExplosionSmoke 2592 OrientToObject = Yes 2593 End 2594 End 2595 2596 ; ---------------------------------------------- 2597 FXList FX_CarWallSpark 2598 ParticleSystem 2599 Name = FlatSparkSprayLineBurst 2600 Offset = X:0 Y:0 Z:10 2601 OrientToObject = Yes 2602 End 2603 End 2604 2605 ; ---------------------------------------------- 2606 FXList FX_BigRigExplode 2607 Sound 2608 Name = GasStationDie 2609 End 2610 ParticleSystem 2611 Name = MammothTankExplosionSmoke 2612 End 2613 ParticleSystem 2614 Name = MammothTankExplosionShockwave 2615 End 2616 End 2617 2618 ; ---------------------------------------------- 2619 FXList FX_CarCrush 2620 Sound 2621 Name = CarCrush 2622 End 2623 ParticleSystem 2624 Name = CarCrushSmoke 2625 End 2626 ParticleSystem 2627 Name = CarCrushDebris 2628 End 2629 End 2630 2631 ; ---------------------------------------------- 2632 FXList FX_PropCrush 2633 Sound 2634 Name = CarCrush 2635 End 2636 ParticleSystem 2637 Name = PuffLarge 2638 End 2639 ParticleSystem 2640 Name = CarCrushDebris 2641 End 2642 End 2643 2644 ; ---------------------------------------------- 2645 FXList FX_PropExplode 2646 ;Sound 2647 ; Name = CarCrush 2648 ;End 2649 ParticleSystem 2650 Name = PuffLarge 2651 End 2652 ParticleSystem 2653 Name = CarCrushDebris 2654 End 2655 End 2656 2657 ; ---------------------------------------------- 2658 FXList FX_GenericCarExplode 2659 Sound 2660 Name = CarDie 2661 End 2662 ParticleSystem 2663 Name = Explosion 2664 End 2665 ParticleSystem 2666 Name = ExplosionSmoke 2667 End 2668 End 2669 2670 ; ---------------------------------------------- 2671 FXList FX_TerroristExplode 2672 Sound 2673 Name = TerroristSuicides 2674 End 2675 ParticleSystem 2676 Name = Explosion 2677 End 2678 ParticleSystem 2679 Name = ExplosionSmoke 2680 End 2681 End 2682 2683 ; ---------------------------------------------- 2684 FXList FX_LimoExplode 2685 Sound 2686 Name = CarDie 2687 End 2688 ParticleSystem 2689 Name = LimoExplosion 2690 End 2691 ParticleSystem 2692 Name = LimoExplosionArms 2693 Offset = X:12 Y:0 Z:0 2694 End 2695 ParticleSystem 2696 Name = LimoExplosionArms 2697 Offset = X:-12 Y:0 Z:0 2698 End 2699 ParticleSystem 2700 Name = LimoExplosionSmoke 2701 End 2702 Sound 2703 Name = Explosion 2704 End 2705 End 2706 2707 ; ---------------------------------------------- 2708 FXList FX_LimoDamageTransition 2709 Sound 2710 Name = CarDie 2711 End 2712 ParticleSystem 2713 Name = LimoTransitionExplosion 2714 End 2715 Sound 2716 Name = VehicleDamagedState 2717 End 2718 End 2719 2720 ; ---------------------------------------------- 2721 FXList FX_PoliceCarExplode 2722 Sound 2723 Name = CarDie 2724 End 2725 Sound 2726 Name = PoliceCarDie 2727 End 2728 ParticleSystem 2729 Name = Explosion 2730 End 2731 ParticleSystem 2732 Name = ExplosionSmoke 2733 End 2734 End 2735 2736 ; ---------------------------------------------- 2737 FXList FX_StoneWallTopple 2738 ; @todo srj need better everything 2739 Sound 2740 Name = WallStoneDie 2741 End 2742 End 2743 2744 ; ---------------------------------------------- 2745 FXList FX_ConcreteWallTopple 2746 Sound 2747 Name = WallStoneDie 2748 End 2749 End 2750 2751 ; ---------------------------------------------- 2752 FXList FX_BrickWallTopple 2753 ; @todo srj need better everything 2754 Sound 2755 Name = WallStoneDie 2756 End 2757 End 2758 2759 ; ---------------------------------------------- 2760 FXList FX_WoodWallTopple 2761 ; @todo srj need better everything 2762 Sound 2763 Name = WallWoodDie 2764 End 2765 End 2766 2767 ; ---------------------------------------------- 2768 FXList FX_SandWallTopple 2769 ; @todo srj need better everything 2770 Sound 2771 Name = WallSandDie 2772 End 2773 End 2774 2775 ; ---------------------------------------------- 2776 FXList FX_SandbagPileGoesPoof 2777 ParticleSystem 2778 Name = PuffSmall 2779 End 2780 Sound 2781 Name = WallSandDie 2782 End 2783 End 2784 2785 ; ---------------------------------------------- 2786 FXList FX_GenericWallSegmentDeath 2787 ; @todo srj need better everything 2788 ParticleSystem 2789 Name = PuffSmall 2790 End 2791 ParticleSystem 2792 Name = StructureExplosionDebris 2793 End 2794 Sound 2795 Name = WallStoneDie 2796 End 2797 End 2798 2799 ; ---------------------------------------------- 2800 FXList FX_ToppleTree 2801 Sound 2802 Name = CrushTree 2803 End 2804 End 2805 2806 ; ---------------------------------------------- 2807 FXList FX_ToppleStreetSign 2808 Sound 2809 Name = StreetSignImpact 2810 End 2811 End 2812 2813 ; ---------------------------------------------- 2814 FXList FX_ToppleLampPost 2815 Sound 2816 Name = LampPostShear 2817 End 2818 End 2819 2820 ; ---------------------------------------------- 2821 FXList FX_TreeBounce 2822 Sound 2823 Name = TreeBounce 2824 End 2825 ParticleSystem 2826 Name = TreeBounceDust 2827 Offset = X:0 Y:0 Z:25 2828 End 2829 End 2830 2831 ; ---------------------------------------------- 2832 FXList FX_LampPostBounce 2833 Sound 2834 Name = LampPostBounce 2835 End 2836 End 2837 2838 ; ---------------------------------------------- 2839 FXList FX_ChainLinkFenceTopple 2840 Sound 2841 Name = WallMetalDie 2842 End 2843 End 2844 2845 2846 ; ---------------------------------------------- 2847 FXList FX_ChainLinkFenceBounce 2848 Sound 2849 Name = LampPostBounce 2850 End 2851 ParticleSystem 2852 Name = TreeBounceDust 2853 Offset = X:0 Y:0 Z:25 2854 End 2855 End 2856 2857 ; ----------------------------------------------------------------------------------- 2858 ; An explosive barrel 2859 FXList FX_BarrelDeathExplosion 2860 ParticleSystem 2861 Name = BarrelExplosion 2862 End 2863 ParticleSystem 2864 Name = BarrelExplosionShockwave 2865 End 2866 ParticleSystem 2867 Name = BarrelExplosionDebris 2868 End 2869 ViewShake 2870 Type = SUBTLE 2871 End 2872 Sound 2873 Name = ExplosionBarrel 2874 End 2875 End 2876 2877 ; ----------------------------------------------------------------------------------- 2878 ; A cinematic explosive barrel used in GLA05 for the bridge explosion 2879 FXList FX_CINE_BarrelDeathExplosion01 2880 ParticleSystem 2881 Name = BarrelExplosion 2882 End 2883 ParticleSystem 2884 Name = BarrelExplosionShockwave 2885 End 2886 ParticleSystem 2887 Name = BarrelExplosionDebris 2888 End 2889 ViewShake 2890 Type = SUBTLE 2891 End 2892 Sound 2893 Name = CINE_ExplosionBarrel01 2894 End 2895 End 2896 2897 2898 ; ----------------------------------------------------------------------------------- 2899 ; A cinematic explosive barrel used in GLA05 for the bridge explosion 2900 FXList FX_CINE_BarrelDeathExplosion02 2901 ParticleSystem 2902 Name = BarrelExplosion 2903 End 2904 ParticleSystem 2905 Name = BarrelExplosionShockwave 2906 End 2907 ParticleSystem 2908 Name = BarrelExplosionDebris 2909 End 2910 ViewShake 2911 Type = SUBTLE 2912 End 2913 Sound 2914 Name = CINE_ExplosionBarrel02 2915 End 2916 End 2917 2918 ; ----------------------------------------------------------------------------------- 2919 FXList FX_PatriotMissileIgnition 2920 Sound 2921 Name = NoSound 2922 End 2923 ParticleSystem 2924 Name = PatriotMissileIgnitionCloud 2925 OrientToObject = Yes 2926 End 2927 2928 End 2929 2930 2931 ; ----------------------------------------------------------------------------------- 2932 FXList WeaponFX_PatriotMissileDetonation 2933 Sound 2934 Name = NoSound 2935 End 2936 ParticleSystem 2937 Name = PatriotMissileDetonationExplosion 2938 OrientToObject = Yes 2939 End 2940 2941 End 2942 ; ----------------------------------------------------------------------------------- 2943 FXList FX_NeutronMissileLaunch 2944 ParticleSystem 2945 Name = NeutronMissleLaunch 2946 End 2947 End 2948 2949 ; ----------------------------------------------------------------------------------- 2950 FXList FX_NeutronMissileIgnition 2951 Sound 2952 Name = NoSound 2953 End 2954 End 2955 2956 ; ----------------------------------------------------------------------------------- 2957 FXList FX_NapalmMissileIgnition 2958 Sound 2959 Name = NoSound 2960 End 2961 End 2962 2963 ; ----------------------------------------------------------------------------------- 2964 FXList FX_JetMissileIgnition 2965 Sound 2966 Name = AuroraJetMissileWeapon 2967 End 2968 End 2969 2970 ; ----------------------------------------------------------------------------------- 2971 FXList FX_A10ThunderboltMissileIgnition 2972 Sound 2973 Name = A10ThunderboltMissileWeaponSound 2974 End 2975 End 2976 2977 2978 ; ----------------------------------------------------------------------------------- 2979 FXList FX_StingerMissileIgnition 2980 ;Note: No sound here, as we are already playing one in the 2981 ;weapon definition 2982 ;Sound 2983 ; Name = StingerMissileWeapon 2984 ;End 2985 ParticleSystem 2986 Name = StingerMissileBackblast 2987 OrientToObject = Yes 2988 End 2989 End 2990 2991 ; ----------------------------------------------------------------------------------- 2992 FXList FX_BuggyMissileIgnition 2993 ParticleSystem 2994 Name = MissileBackblast 2995 OrientToObject = Yes 2996 End 2997 ParticleSystem 2998 Name = MissileBackblastClouds 2999 OrientToObject = Yes 3000 End 3001 End 3002 3003 ; ----------------------------------------------------------------------------------- 3004 FXList FX_MissileDefenderMissileIgnition 3005 ParticleSystem 3006 Name = MissileDefenderMissileBackblast 3007 OrientToObject = Yes 3008 End 3009 End 3010 3011 ; ----------------------------------------------------------------------------------- 3012 FXList FX_InfantryStingerMissileIgnition 3013 ParticleSystem 3014 Name = InfantryStingerMissileBackblast 3015 OrientToObject = Yes 3016 End 3017 End 3018 3019 3020 ; ----------------------------------------------------------------------------------- 3021 FXList FX_HumveeMissileIgnition 3022 ParticleSystem 3023 Name = TowMissileBackblast 3024 Offset = X:-15 Y:0 Z:0 3025 OrientToObject = Yes 3026 End 3027 End 3028 3029 ; ---------------------------------------------- 3030 FXList FX_StructureDamaged 3031 Sound 3032 Name = BuildingImpactHeavy 3033 End 3034 ViewShake 3035 Type = NORMAL 3036 End 3037 ParticleSystem 3038 Name = StructureDamagedFlash 3039 End 3040 ParticleSystem 3041 Name = StructureDamagedSmoke 3042 End 3043 ParticleSystem 3044 Name = StructureDamagedDebris 3045 End 3046 End 3047 3048 ; ---------------------------------------------- 3049 FXList FX_StructureDamagedNoShake 3050 Sound 3051 Name = BuildingDamage 3052 End 3053 ParticleSystem 3054 Name = StructureDamagedFlash 3055 End 3056 ParticleSystem 3057 Name = StructureDamagedSmoke 3058 End 3059 ParticleSystem 3060 Name = StructureDamagedDebris 3061 End 3062 End 3063 3064 ; ---------------------------------------------- 3065 FXList FX_StructureDamagedFlameNoShake 3066 Sound 3067 Name = NoSound 3068 End 3069 ParticleSystem 3070 Name = StructureDamagedFlash 3071 End 3072 ParticleSystem 3073 Name = StructureDamagedSmoke 3074 End 3075 ParticleSystem 3076 Name = StructureDamagedDebris 3077 End 3078 End 3079 3080 ; ---------------------------------------------- 3081 FXList WeaponFX_ComancheAntiTankMissileDetonation 3082 Sound 3083 Name = ExplosionRocketBuggyMissile 3084 End 3085 ParticleSystem 3086 Name = BuggyMissileExplosion 3087 End 3088 ParticleSystem 3089 Name = BuggyMissileExplosionSmoke 3090 End 3091 End 3092 3093 ; ---------------------------------------------- 3094 FXList WeaponFX_ComancheRocketPodRocketDetonation 3095 Sound 3096 Name = ExplosionRocketBuggyMissile 3097 End 3098 ParticleSystem 3099 Name = BuggyMissileExplosion 3100 End 3101 ParticleSystem 3102 Name = BuggyMissileExplosionSmoke 3103 End 3104 End 3105 3106 ; ---------------------------------------------- 3107 FXList WeaponFX_RocketBuggyMissileDetonation 3108 Sound 3109 Name = ExplosionRocketBuggyMissile 3110 End 3111 ParticleSystem 3112 Name = BuggyMissileExplosion 3113 End 3114 ParticleSystem 3115 Name = BuggyMissileExplosionSmoke 3116 End 3117 ParticleSystem 3118 Name = BuggyMissileExplosionLenzflare 3119 End 3120 End 3121 3122 ; ---------------------------------------------- 3123 FXList WeaponFX_SCUDMissileDetonationAnthrax 3124 ViewShake 3125 Type = SEVERE 3126 End 3127 3128 Sound 3129 Name = ExplosionScudExplosive 3130 End 3131 3132 ParticleSystem 3133 Name = ScudMissleLauncherAnthraxExplosionArms 3134 Offset = X:0.0 Y:0.0 Z:2.0 3135 End 3136 3137 ParticleSystem 3138 Name = ScudMissleLauncherAnthraxLenzFlare 3139 Offset = X:0.0 Y:0.0 Z:5.0 3140 End 3141 3142 ParticleSystem 3143 Name = ScudMissleLauncherAnthraxExplosionTrailArms 3144 Offset = X:0.0 Y:0.0 Z:15.0 3145 End 3146 3147 End 3148 3149 ; ---------------------------------------------- 3150 FXList WeaponFX_SCUDMissileDetonationToxin 3151 ViewShake 3152 Type = SEVERE 3153 End 3154 3155 Sound 3156 Name = ExplosionScudExplosive 3157 End 3158 3159 ParticleSystem 3160 Name = ScudMissleLauncherToxinExplosionArms 3161 Offset = X:0.0 Y:0.0 Z:2.0 3162 End 3163 3164 ParticleSystem 3165 Name = ScudMissleLauncherToxinLenzFlare 3166 Offset = X:0.0 Y:0.0 Z:5.0 3167 End 3168 3169 ParticleSystem 3170 Name = ScudMissleLauncherToxinExplosionTrailArms 3171 Offset = X:0.0 Y:0.0 Z:15.0 3172 End 3173 3174 End 3175 3176 ; ---------------------------------------------- 3177 FXList WeaponFX_TomahawkMissileDetonation 3178 Sound 3179 Name = ExplosionRocketBuggyMissile 3180 End 3181 ParticleSystem 3182 Name = BuggyMissileExplosion 3183 End 3184 ParticleSystem 3185 Name = BuggyMissileExplosionSmoke 3186 End 3187 End 3188 3189 3190 ; ---------------------------------------------- 3191 FXList WeaponFX_HumveeMissileDetonation 3192 Sound 3193 Name = ExplosionRocketBuggyMissile 3194 End 3195 ParticleSystem 3196 Name = BuggyMissileExplosion 3197 End 3198 ParticleSystem 3199 Name = BuggyMissileExplosionSmoke 3200 End 3201 ; ParticleSystem 3202 ; Name = BuggyMissileDebris 3203 ; End 3204 End 3205 3206 ; ---------------------------------------------- 3207 FXList WeaponFX_DragonTankMissileDetonation 3208 ParticleSystem 3209 Name = FlamethrowerTarget 3210 OrientToObject = Yes 3211 End 3212 ParticleSystem 3213 Name = FlameThrowerSpray 3214 OrientToObject = Yes 3215 End 3216 End 3217 3218 ; ---------------------------------------------- 3219 FXList WeaponFX_DragonTankMissileDetonationUpgraded 3220 ParticleSystem 3221 Name = FlamethrowerTargetUpgraded 3222 OrientToObject = Yes 3223 End 3224 ParticleSystem 3225 Name = FlameThrowerSprayUpgraded 3226 OrientToObject = Yes 3227 End 3228 End 3229 3230 ; ---------------------------------------------- 3231 FXList FX_RaptorMidAirCrashingExplosion 3232 ParticleSystem 3233 Name = BuggyMissileExplosion 3234 End 3235 ParticleSystem 3236 Name = BuggyMissileExplosionSmoke 3237 End 3238 ParticleSystem 3239 Name = BuggyMissileDebris 3240 End 3241 End 3242 3243 ; ---------------------------------------------- 3244 FXList FX_RaptorCrashExplosion 3245 ParticleSystem 3246 Name = LargeStructureExplosionShockwave 3247 End 3248 ParticleSystem 3249 Name = ExplosionLarge01 3250 End 3251 ParticleSystem 3252 Name = HotPillarArms 3253 End 3254 ViewShake 3255 Type = NORMAL 3256 End 3257 TerrainScorch 3258 Type = RANDOM 3259 Radius = 50 3260 End 3261 End 3262 3263 3264 ; ---------------------------------------------- 3265 FXList WeaponFX_ToxinTruckMissileDetonation 3266 ParticleSystem 3267 Name = ToxinTarget 3268 OrientToObject = Yes 3269 End 3270 ParticleSystem 3271 Name = ToxinPuddle 3272 CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy 3273 End 3274 End 3275 ; ---------------------------------------------- 3276 FXList WeaponFX_ToxinTruckMissileDetonationUpgraded 3277 ParticleSystem 3278 Name = AnthraxTarget 3279 OrientToObject = Yes 3280 End 3281 ParticleSystem 3282 Name = AnthraxPuddle 3283 CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy 3284 End 3285 End 3286 3287 3288 ; ---------------------------------------------- 3289 FXList WeaponFX_CleanupToxinDetonation 3290 ParticleSystem 3291 Name = CleanupTarget 3292 OrientToObject = Yes 3293 End 3294 ParticleSystem 3295 Name = CleanupPuddle 3296 CreateAtGroundHeight = Yes ; This flag overrides given height offsets 3297 End 3298 End 3299 3300 FXList WeaponFX_Ebola1Detonation 3301 ParticleSystem 3302 Name = Ebola1Target 3303 OrientToObject = Yes 3304 End 3305 ParticleSystem 3306 Name = Ebola1Puddle 3307 CreateAtGroundHeight = Yes ; This flag overrides given height offsets 3308 End 3309 End 3310 3311 FXList WeaponFX_Ebola2Detonation 3312 ParticleSystem 3313 Name = Ebola2Target 3314 OrientToObject = Yes 3315 End 3316 ParticleSystem 3317 Name = Ebola2Puddle 3318 CreateAtGroundHeight = Yes ; This flag overrides given height offsets 3319 End 3320 End 3321 3322 ; ---------------------------------------------- 3323 FXList WeaponFX_ToxinTruckSprayNozzle 3324 ParticleSystem 3325 Name = ToxinSpray 3326 OrientToObject = Yes 3327 End 3328 ParticleSystem 3329 Name = ToxinPuddle 3330 CreateAtGroundHeight = Yes 3331 End 3332 End 3333 3334 ; ---------------------------------------------- 3335 FXList WeaponFX_ToxinTruckSprayGround 3336 ParticleSystem 3337 Name = ToxinPuddleLarge 3338 CreateAtGroundHeight = Yes 3339 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 3340 End 3341 End 3342 3343 ; ---------------------------------------------- 3344 FXList WeaponFX_ToxinTruckSprayNozzleUpgraded 3345 ParticleSystem 3346 Name = AnthraxSpray 3347 OrientToObject = Yes 3348 End 3349 ParticleSystem 3350 Name = AnthraxPuddle 3351 CreateAtGroundHeight = Yes 3352 End 3353 End 3354 3355 ; ---------------------------------------------- 3356 FXList WeaponFX_ToxinTruckSprayGroundUpgraded 3357 ParticleSystem 3358 Name = AnthraxPuddleLarge 3359 CreateAtGroundHeight = Yes 3360 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 3361 End 3362 End 3363 3364 ; ---------------------------------------------- 3365 FXList WeaponFX_StingerMissileDetonation 3366 Sound 3367 Name = ExplosionRocketBuggyMissile 3368 End 3369 ParticleSystem 3370 Name = BuggyMissileExplosion 3371 End 3372 ParticleSystem 3373 Name = BuggyMissileExplosionSmoke 3374 End 3375 End 3376 3377 ; ---------------------------------------------- 3378 FXList WeaponFX_MineDetonation 3379 Sound 3380 Name = MineExplosion 3381 End 3382 ParticleSystem 3383 Name = MineDebris 3384 End 3385 ParticleSystem 3386 Name = MineSmoke 3387 End 3388 ParticleSystem 3389 Name = MineFlash 3390 Offset = X:0.0 Y:0.0 Z:1.0 3391 End 3392 TerrainScorch 3393 Type = RANDOM 3394 Radius = 15 3395 End 3396 End 3397 3398 ; ---------------------------------------------- 3399 FXList WeaponFX_WorkerMineDisarming 3400 Sound 3401 Name = MineClearedByWorker 3402 End 3403 ParticleSystem 3404 Name = MineDisarmingSmoke 3405 End 3406 ParticleSystem 3407 Name = MineDisarmingFlash 3408 Offset = X:0.0 Y:0.0 Z:1.0 3409 End 3410 TerrainScorch 3411 Type = RANDOM 3412 Radius = 10 3413 End 3414 End 3415 3416 ; ---------------------------------------------- 3417 ; mine is disarmed with a subtle "whoomp"... 3418 ; used when a dozer detonates one to disarm it 3419 FXList WeaponFX_DozerMineDisarming 3420 Sound 3421 Name = MineClearedByDozer 3422 End 3423 ParticleSystem 3424 Name = MineDisarmingSmoke 3425 End 3426 ParticleSystem 3427 Name = MineDisarmingFlash 3428 Offset = X:0.0 Y:0.0 Z:1.0 3429 End 3430 ParticleSystem 3431 Name = MineDisarmingDebris 3432 End 3433 TerrainScorch 3434 Type = RANDOM 3435 Radius = 10 3436 End 3437 End 3438 3439 ; ---------------------------------------------- 3440 FXList WeaponFX_SuicideDynamitePackDetonation 3441 ParticleSystem 3442 Name = CarpetBombExplosionShockwave 3443 End 3444 ParticleSystem 3445 Name = ArmExplosionSmall01 3446 End 3447 ParticleSystem 3448 Name = HotPillarArms 3449 End 3450 ViewShake 3451 Type = NORMAL 3452 End 3453 TerrainScorch 3454 Type = RANDOM 3455 Radius = 15 3456 End 3457 End 3458 3459 ;--------------------------------------------------------------- 3460 ;*******************Required For CHI01_INTRO******************** 3461 FXList WeaponFX_CINEConvoyNuke 3462 3463 ViewShake 3464 Type = SEVERE 3465 End 3466 3467 Sound 3468 Name = ExplosionNeutron 3469 End 3470 3471 ParticleSystem 3472 Name = NukeFlare 3473 InitialDelay = 0 0 UNIFORM ;In milliseconds 3474 Offset = X:0.0 Y:0.0 Z:90.0 3475 End 3476 3477 ParticleSystem 3478 Name = NukeMushroomExplosion 3479 InitialDelay = 200 200 UNIFORM ;In milliseconds 3480 Offset = X:0.0 Y:0.0 Z:90.0 3481 End 3482 3483 ParticleSystem 3484 Name = NukeMushroomCloudRing 3485 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 3486 Offset = X:0.0 Y:0.0 Z:105.0 3487 End 3488 3489 ParticleSystem 3490 Name = NukeRing 3491 Offset = X:0.0 Y:0.0 Z:5.0 3492 End 3493 3494 ParticleSystem 3495 Name = NukeBlastWave 3496 InitialDelay = 300 300 UNIFORM ;In milliseconds 3497 ;Offset = X:0.0 Y:0.0 Z:45.0 3498 Offset = X:0.0 Y:0.0 Z:15.0 3499 End 3500 3501 ParticleSystem 3502 Name = NukeShockwaveInverted 3503 InitialDelay = 300 300 UNIFORM ;In milliseconds 3504 Offset = X:0.0 Y:0.0 Z:20.0 3505 End 3506 3507 ParticleSystem 3508 Name = NukeMushroomStem 3509 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 3510 Offset = X:0.0 Y:0.0 Z:20.0 3511 End 3512 3513 ParticleSystem 3514 Name = NukeShockwave 3515 InitialDelay = 200 200 UNIFORM ;In milliseconds 3516 Offset = X:0.0 Y:0.0 Z:20.0 3517 End 3518 3519 ParticleSystem 3520 Name = NukeMushroomRing 3521 InitialDelay = 1000 1000 UNIFORM ;In milliseconds 3522 Offset = X:0.0 Y:0.0 Z:50.0 3523 End 3524 3525 TerrainScorch 3526 Type = RANDOM 3527 Radius = 250 3528 End 3529 3530 End 3531 3532 ; ---------------------------------------------- 3533 FXList WeaponFX_TNTStickyBombDetonation 3534 ParticleSystem 3535 Name = LargeStructureExplosionShockwave 3536 End 3537 ParticleSystem 3538 Name = ExplosionLarge01 3539 End 3540 ParticleSystem 3541 Name = HotPillarArms 3542 End 3543 ViewShake 3544 Type = NORMAL 3545 End 3546 TerrainScorch 3547 Type = RANDOM 3548 Radius = 50 3549 End 3550 End 3551 3552 ; ---------------------------------------------- 3553 FXList FX_GLADemoTrapWarning 3554 Sound 3555 Name = GLADemoChargeAlarm 3556 End 3557 End 3558 3559 ; ---------------------------------------------- 3560 FXList WeaponFX_DemoTrapDetonation 3561 Sound 3562 Name = DemoTrapExplosion 3563 End 3564 ParticleSystem 3565 Name = BombTruckDefaultExplosionArms 3566 End 3567 ParticleSystem 3568 Name = BombTruckDefaultLenzFlare 3569 End 3570 ParticleSystem 3571 Name = BombTruckHEShockwave 3572 End 3573 TerrainScorch 3574 Type = RANDOM 3575 Radius = 15 3576 End 3577 End 3578 3579 ; ---------------------------------------------- 3580 FXList CINE_WeaponFX_DemoTrapDetonation 3581 Sound 3582 Name = ExplosionMiniNuke 3583 End 3584 ParticleSystem 3585 Name = LargeStructureExplosionShockwave 3586 End 3587 ParticleSystem 3588 Name = ExplosionLarge01 3589 End 3590 ParticleSystem 3591 Name = HotPillarArms 3592 End 3593 ViewShake 3594 Type = NORMAL 3595 End 3596 TerrainScorch 3597 Type = RANDOM 3598 Radius = 50 3599 End 3600 End 3601 3602 ; ---------------------------------------------- 3603 FXList WeaponFX_RangerFlashBangGrenadeDetonation 3604 ParticleSystem 3605 Name = FlashBangNormal 3606 Offset = X:0 Y:0 Z:4 3607 End 3608 ParticleSystem 3609 Name = FlashBangNormalSpark 3610 End 3611 Sound 3612 Name = ExplosionFlashBang 3613 End 3614 End 3615 3616 ; ---------------------------------------------------------------------------- 3617 ; DaisyCutter explodes and sprays gas into the air 3618 ; ---------------------------------------------------------------------------- 3619 FXList FX_DaisyCutterExplode 3620 ParticleSystem 3621 Name = BuggySubExplosion 3622 End 3623 ParticleSystem 3624 Name = DaisyExplosionGasSpray 3625 End 3626 ParticleSystem 3627 Name = DaisyExplosionScatter 3628 AttachToObject = Yes 3629 InitialDelay = 500 500 UNIFORM 3630 End 3631 Sound 3632 Name = DaisyCutterGas 3633 End 3634 End 3635 3636 ; ---------------------------------------------------------------------------- 3637 ; DaisyCutter gas ignition sequence 3638 ; ---------------------------------------------------------------------------- 3639 FXList FX_DaisyCutterIgnite 3640 ParticleSystem 3641 Name = DaisyExplosionScatterIgnite1 3642 End 3643 ParticleSystem 3644 Name = DaisyExplosionScatterIgnite2 3645 InitialDelay = 500 500 UNIFORM 3646 End 3647 ParticleSystem 3648 Name = DaisyFlameShockwave 3649 InitialDelay = 1000 1000 UNIFORM 3650 End 3651 Sound 3652 Name = DaisyCutterIgnite 3653 End 3654 End 3655 3656 ; ---------------------------------------------------------------------------- 3657 ; DaisyCutter final explosion wave 3658 ; ---------------------------------------------------------------------------- 3659 FXList FX_DaisyCutterFinalExplosion 3660 Sound 3661 Name = ExplosionDaisyCutter 3662 End 3663 ViewShake 3664 Type = SEVERE 3665 End 3666 End 3667 3668 ; ---------------------------------------------------------------------------- 3669 ; GLA Death #1 3670 ; Catches fire and burnes for a random time 3671 ; Shoots off fake missiles at random 3672 ; Explodes 3673 ; ---------------------------------------------------------------------------- 3674 FXList FX_RocketBuggyCatchFire 3675 ParticleSystem 3676 Name = BuggyFire 3677 AttachToObject = Yes 3678 End 3679 End 3680 3681 FXList FX_BuggyMissileDebris 3682 ParticleSystem 3683 Name = MissileExhaust 3684 AttachToObject = Yes 3685 End 3686 End 3687 3688 FXList FX_BuggyDeathExplosion 3689 ParticleSystem 3690 Name = BuggyExplosion 3691 End 3692 ParticleSystem 3693 Name = BuggyExplosionDebris 3694 End 3695 ViewShake 3696 Type = SUBTLE 3697 End 3698 Sound 3699 Name = CarDie 3700 End 3701 End 3702 3703 FXList FX_BuggyTurretExplode 3704 ParticleSystem 3705 Name = BuggyTurretExplosion 3706 OrientToObject = Yes 3707 End 3708 End 3709 3710 ; ---------------------------------------------------------------------------- 3711 ; GLARocketBuggy Death #2 3712 ; Explosion throws buggy-like debris into air 3713 ; Random air time 3714 ; Debris explodes into chunks and tires 3715 ; ---------------------------------------------------------------------------- 3716 FXList FX_RocketBuggyAirDeathAirPart 3717 ParticleSystem 3718 Name = BuggyNewAirDeathExplosionAirPart 3719 End 3720 ParticleSystem 3721 Name = BuggyNewExplosionLenzflare 3722 End 3723 ParticleSystem 3724 Name = BuggyNewAirDeathSubExplosionSmoke 3725 Count = 3 3726 Radius = 15 30 UNIFORM 3727 Height = 0 20 UNIFORM 3728 InitialDelay = 167 667 UNIFORM 3729 End 3730 Sound 3731 Name = CarDie 3732 End 3733 End 3734 3735 FXList FX_RocketBuggyAirDeathGroundPart 3736 ParticleSystem 3737 Name = BuggyExplosionAirDeathGroundPart 3738 End 3739 ParticleSystem 3740 Name = BuggyNewExplosionShockwave 3741 End 3742 ParticleSystem 3743 Name = BuggyExplosionSmokeAirDeathGroundPart 3744 End 3745 ParticleSystem 3746 Name = BuggyNewExplosionLenzflare 3747 End 3748 ParticleSystem 3749 Name = BuggyDebrisTrail 3750 AttachToObject = Yes 3751 End 3752 Sound 3753 Name = CarDie 3754 End 3755 End 3756 3757 ; ---------------------------------------------------------------------------- 3758 ; Scout Drone Death Stuff 3759 ; Just a small explosion 3760 ; ---------------------------------------------------------------------------- 3761 3762 FXList FX_AmericaScoutDroneExplode 3763 ParticleSystem 3764 Name = ScoutDroneExplosion 3765 OrientToObject = Yes 3766 End 3767 3768 Sound 3769 Name = ScoutDroneDie 3770 End 3771 End 3772 3773 ; ---------------------------------------------------------------------------- 3774 ; Battle Drone Death Stuff 3775 ; Just a small explosion 3776 ; ---------------------------------------------------------------------------- 3777 3778 FXList FX_AmericaBattleDroneExplode 3779 ParticleSystem 3780 Name = BattleDroneExplosion 3781 OrientToObject = Yes 3782 End 3783 3784 Sound 3785 Name = BattleDroneDie 3786 End 3787 End 3788 3789 ; ---------------------------------------------------------------------------- 3790 ; GLARocketBuggy Death #3 3791 ; Just a big explosion 3792 ; ---------------------------------------------------------------------------- 3793 FXList FX_BuggyNewDeathExplosion 3794 ParticleSystem 3795 Name = BuggyNewExplosionSmoke 3796 End 3797 ParticleSystem 3798 Name = BuggyNewExplosionDebris2 3799 End 3800 ParticleSystem 3801 Name = BuggyNewExplosionShockwave 3802 End 3803 ViewShake 3804 Type = STRONG 3805 End 3806 TerrainScorch 3807 Type = RANDOM 3808 Radius = 15 3809 End 3810 Sound 3811 Name = CarDie 3812 End 3813 End 3814 3815 FXList FX_BuggyNew_DeathEffect 3816 ParticleSystem 3817 Name = BuggyNewExplosionArms 3818 End 3819 Sound 3820 Name = CarDie 3821 End 3822 End 3823 3824 ; ---------------------------------------------- 3825 FXList WeaponFX_ToppledStructureShockwave 3826 ParticleSystem 3827 Name = Explosion 3828 End 3829 ParticleSystem 3830 Name = ExplosionSmoke 3831 End 3832 End 3833 3834 FXList FX_DefaultStructureCrushing 3835 ParticleSystem 3836 Name = CrushingBuildingExplosion 3837 End 3838 ParticleSystem 3839 Name = StructureToppleShockwave 3840 End 3841 ParticleSystem 3842 Name = StructureToppleCrushingSmoke 3843 End 3844 ViewShake 3845 Type = NORMAL 3846 End 3847 End 3848 3849 FXList FX_DefaultStructureToppling 3850 Sound 3851 Name = BuildingDamage 3852 End 3853 ParticleSystem 3854 Name = CrushingBuildingExplosion 3855 End 3856 ParticleSystem 3857 Name = StructureToppleShockwave 3858 End 3859 End 3860 3861 FXList FX_DefaultStructureToppleDone 3862 Sound 3863 Name = BuildingDestroyStone 3864 End 3865 End 3866 3867 FXList FX_DefaultStructureToppleStart 3868 ParticleSystem 3869 Name = StructureToppleStartExplosion 3870 End 3871 ParticleSystem 3872 Name = StructureToppleStartShockwave 3873 End 3874 End 3875 3876 FXList FX_DefaultStructureSecondary 3877 ParticleSystem 3878 Name = StructureToppleSecondaryExplosion 3879 End 3880 End 3881 3882 FXList FX_DefaultStructureToppleDelay 3883 Sound 3884 Name = BuildingToppleDelayStone 3885 End 3886 ParticleSystem 3887 Name = StructureToppleDelayExplosion 3888 End 3889 End 3890 3891 FXList FX_StructureToppleAngle20 3892 Sound 3893 Name = BuildingFallingStone 3894 End 3895 End 3896 3897 ;-------------------------------------------------------- 3898 ; Small Structure Collapse FX 3899 ;-------------------------------------------------------- 3900 FXList FX_SmallTowerCrushing 3901 ParticleSystem 3902 Name = SmallCrushingBuildingExplosion 3903 End 3904 ParticleSystem 3905 Name = SmallStructureToppleShockwave 3906 End 3907 ParticleSystem 3908 Name = SmallStructureToppleCrushingSmoke 3909 End 3910 ViewShake 3911 Type = NORMAL 3912 End 3913 End 3914 3915 3916 ;-------------------------------------------------------- 3917 ; Structure Collapse FX 3918 ;-------------------------------------------------------- 3919 FXList FX_StructureCollapseInitial 3920 Sound 3921 Name = BuildingDamage 3922 End 3923 ParticleSystem 3924 Name = StructureCollapseInitialExplosion 3925 End 3926 ParticleSystem 3927 Name = StructureCollapseInitialShockwave 3928 End 3929 End 3930 3931 FXList FX_StructureCollapseDelay 3932 Sound 3933 Name = BuildingCollapse1 3934 End 3935 ParticleSystem 3936 Name = StructureCollapseDelayExplosion 3937 End 3938 ParticleSystem 3939 Name = StructureCollapseDelayShockwave 3940 End 3941 End 3942 3943 FXList FX_StructureCollapseBurst 3944 Sound 3945 Name = BuildingCollapse2 3946 End 3947 ParticleSystem 3948 Name = StructureCollapseBurstExplosion 3949 End 3950 ParticleSystem 3951 Name = StructureCollapseBurstFlash 3952 End 3953 ParticleSystem 3954 Name = StructureCollapseBurstShockwave 3955 End 3956 End 3957 3958 FXList FX_StructureCollapseFinal 3959 Sound 3960 Name = BuildingCollapse3 3961 End 3962 ParticleSystem 3963 Name = StructureCollapseFinalExplosion 3964 End 3965 ParticleSystem 3966 Name = StructureCollapseFinalShockwave 3967 End 3968 End 3969 3970 ; ----------------------------------------------------------------------------- 3971 ; Helicopter starting death sequence 3972 ; ----------------------------------------------------------------------------- 3973 FXList FX_HelicopterStartDeath 3974 ParticleSystem 3975 Name = SubExplosionSmoke02 3976 Offset = X:0 Y:0 Z:5 3977 End 3978 Sound 3979 Name = ComancheDie 3980 End 3981 3982 End 3983 3984 ; ----------------------------------------------------------------------------- 3985 ; Helicopter "blade" explosion phase in a chopper spirialing down to death 3986 ; ----------------------------------------------------------------------------- 3987 FXList FX_HelicopterBladeExplosion 3988 ParticleSystem 3989 Name = TankStruckSparks 3990 Count = 5 3991 Radius = 5 5 UNIFORM 3992 End 3993 Sound 3994 Name = ComancheSpinExplosion 3995 End 3996 End 3997 3998 ; ----------------------------------------------------------------------------- 3999 ; The helicopter hit ground effect 4000 ; ----------------------------------------------------------------------------- 4001 FXList FX_HelicopterHitGround 4002 ParticleSystem 4003 Name = CarCrushDebris 4004 End 4005 ParticleSystem 4006 Name = HotPillarArms 4007 End 4008 Sound 4009 Name = ComancheCrash 4010 End 4011 ViewShake 4012 Type = SUBTLE 4013 End 4014 End 4015 4016 FXList FX_HelicopterHitGroundGlobal 4017 ParticleSystem 4018 Name = CarCrushDebris 4019 End 4020 ParticleSystem 4021 Name = HotPillarArms 4022 End 4023 Sound 4024 Name = ComancheCrash 4025 End 4026 ViewShake 4027 Type = SUBTLE 4028 End 4029 End 4030 4031 ; ----------------------------------------------------------------------------- 4032 ; The helicopter on the ground finally blows up effect 4033 ; ----------------------------------------------------------------------------- 4034 FXList FX_GroundedHelicopterBlowUp 4035 ParticleSystem 4036 Name = ArmExplosionSmall01 4037 End 4038 ParticleSystem 4039 Name = MammothTankSubExplosionSmoke 4040 Count = 3 4041 Radius = 5 5 UNIFORM 4042 InitialDelay = 100 100 UNIFORM 4043 End 4044 Sound 4045 Name = CarDie 4046 End 4047 ViewShake 4048 Type = STRONG 4049 End 4050 End 4051 4052 ; ---------------------------------------------- 4053 ; The FXList that gets played at bone Fire01 when 4054 ; the GLA power plant goes to the damaged state. 4055 ; ---------------------------------------------- 4056 FXList FX_GLAPowerPlantDamagedExplosion1 4057 Sound 4058 Name = BuildingDamage 4059 End 4060 4061 ; firey "heart" of the explosion 4062 ParticleSystem 4063 Name = GLAPowerPlantDamagedExplosion 4064 Count = 2 4065 InitialDelay = 0 200 UNIFORM 4066 End 4067 4068 ; grey "dusty" clouds 4069 ParticleSystem 4070 Name = GLAPowerPlantDamagedShockwave 4071 InitialDelay = 0 200 UNIFORM 4072 End 4073 End 4074 4075 ; ---------------------------------------------- 4076 ; The FXList that gets played at bone Fire02 when 4077 ; the GLA power plant goes to the damaged state. 4078 ; ---------------------------------------------- 4079 FXList FX_GLAPowerPlantDamagedExplosion2 4080 Sound 4081 Name = BuildingDamage 4082 End 4083 4084 ; firey "heart" of the explosion 4085 ParticleSystem 4086 Name = GLAPowerPlantDamagedExplosion 4087 Count = 2 4088 InitialDelay = 0 200 UNIFORM 4089 End 4090 4091 ; grey "dusty" clouds 4092 ParticleSystem 4093 Name = GLAPowerPlantDamagedShockwave 4094 InitialDelay = 0 200 UNIFORM 4095 End 4096 End 4097 4098 ; ---------------------------------------------- 4099 ; The FXList that gets played at bone Fire03 when 4100 ; the GLA power plant goes to the damaged state. 4101 ; ---------------------------------------------- 4102 FXList FX_GLAPowerPlantDamagedExplosion3 4103 Sound 4104 Name = BuildingDamage 4105 End 4106 4107 ; firey "heart" of the explosion 4108 ParticleSystem 4109 Name = GLAPowerPlantDamagedExplosion 4110 Count = 2 4111 InitialDelay = 0 200 UNIFORM 4112 End 4113 4114 ; grey "dusty" clouds 4115 ParticleSystem 4116 Name = GLAPowerPlantDamagedShockwave 4117 InitialDelay = 0 200 UNIFORM 4118 End 4119 End 4120 4121 ; ---------------------------------------------- 4122 ; Death FX list for the GLA power plant. 4123 ; ---------------------------------------------- 4124 FXList FX_GLAPowerPlantDeathStart 4125 Sound 4126 Name = BuildingDamage 4127 End 4128 4129 ; firey "heart" of the explosion 4130 ParticleSystem 4131 Name = GLAPowerPlantDeathExplosion1 4132 Offset = X:-3.532 Y:30 Z:2 4133 Count = 2 4134 End 4135 4136 ; grey "dusty" clouds 4137 ParticleSystem 4138 Name = GLAPowerPlantDeathShockwave2 4139 Offset = X:-3.532 Y:30 Z:2 4140 End 4141 4142 ParticleSystem 4143 Name = GLAPowerPlantDeathExplosion1 4144 Offset = X:-9.08 Y:-8.547 Z:1 4145 End 4146 4147 ParticleSystem 4148 Name = GLAPowerPlantDeathShockwave2 4149 Offset = X:-9.08 Y:-8.547 Z:1 4150 End 4151 4152 ViewShake 4153 Type = NORMAL 4154 End 4155 End 4156 4157 ; ---------------------------------------------- 4158 ; Death FX list for the GLA power plant. 4159 ; ---------------------------------------------- 4160 FXList FX_GLAPowerPlantDeathFinal 4161 Sound 4162 Name = BuildingDamage 4163 End 4164 4165 ; firey "heart" of the explosion 4166 ParticleSystem 4167 Name = GLAPowerPlantDeathExplosion2 4168 Offset = X:-3.532 Y:30 Z:26.822 4169 Count = 2 4170 End 4171 4172 ; grey "dusty" clouds 4173 ParticleSystem 4174 Name = GLAPowerPlantDeathShockwave2 4175 Offset = X:-3.532 Y:30 Z:26.822 4176 End 4177 4178 ParticleSystem 4179 Name = GLAPowerPlantDeathExplosion2 4180 Offset = X:-9.08 Y:-8.547 Z:16.598 4181 End 4182 4183 ViewShake 4184 Type = NORMAL 4185 End 4186 End 4187 4188 ; ---------------------------------------------- 4189 4190 ; ---------------------------------------------- 4191 FXList FX_DamWaterSpray01 4192 4193 ParticleSystem 4194 Name = WaterSpraySplash 4195 OrientToObject = Yes 4196 InitialDelay = 50 5000 UNIFORM ;In milliseconds 4197 End 4198 4199 End 4200 4201 ; ---------------------------------------------- 4202 FXList FX_Nuke 4203 4204 ViewShake 4205 Type = SEVERE 4206 End 4207 4208 Sound 4209 Name = ExplosionNeutron 4210 End 4211 4212 ParticleSystem 4213 Name = NukeFlare 4214 InitialDelay = 0 0 UNIFORM ;In milliseconds 4215 Offset = X:0.0 Y:0.0 Z:90.0 4216 End 4217 4218 ParticleSystem 4219 Name = NukeMushroomExplosion 4220 InitialDelay = 200 200 UNIFORM ;In milliseconds 4221 Offset = X:0.0 Y:0.0 Z:90.0 4222 End 4223 4224 ParticleSystem 4225 Name = NukeMushroomCloudRing 4226 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4227 Offset = X:0.0 Y:0.0 Z:105.0 4228 End 4229 4230 ParticleSystem 4231 Name = NukeRing 4232 Offset = X:0.0 Y:0.0 Z:5.0 4233 End 4234 4235 ParticleSystem 4236 Name = NukeBlastWave 4237 InitialDelay = 300 300 UNIFORM ;In milliseconds 4238 ;Offset = X:0.0 Y:0.0 Z:45.0 4239 Offset = X:0.0 Y:0.0 Z:15.0 4240 End 4241 4242 ParticleSystem 4243 Name = NukeShockwaveInverted 4244 InitialDelay = 300 300 UNIFORM ;In milliseconds 4245 Offset = X:0.0 Y:0.0 Z:30.0 4246 End 4247 4248 ParticleSystem 4249 Name = NukeMushroomStem 4250 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4251 Offset = X:0.0 Y:0.0 Z:30.0 4252 End 4253 4254 ParticleSystem 4255 Name = NukeShockwave 4256 InitialDelay = 200 200 UNIFORM ;In milliseconds 4257 Offset = X:0.0 Y:0.0 Z:30.0 4258 End 4259 4260 ParticleSystem 4261 Name = NukeMushroomRing 4262 InitialDelay = 1000 1000 UNIFORM ;In milliseconds 4263 Offset = X:0.0 Y:0.0 Z:50.0 4264 End 4265 4266 ParticleSystem 4267 Name = NukeRadiationInitial 4268 InitialDelay = 3000 3000 UNIFORM ;In milliseconds 4269 Offset = X:0.0 Y:0.0 Z:0.0 4270 End 4271 4272 End 4273 4274 ; ---------------------------------------------- 4275 FXList FX_BaikonurNuke 4276 4277 ViewShake 4278 Type = SEVERE 4279 End 4280 4281 Sound 4282 Name = ExplosionNeutron 4283 End 4284 4285 ParticleSystem 4286 Name = NukeBaikonurFlare 4287 InitialDelay = 0 0 UNIFORM ;In milliseconds 4288 Offset = X:0.0 Y:0.0 Z:90.0 4289 End 4290 4291 ParticleSystem 4292 Name = NukeBaikonurMushroomExplosion 4293 InitialDelay = 200 200 UNIFORM ;In milliseconds 4294 Offset = X:0.0 Y:0.0 Z:90.0 4295 End 4296 4297 ParticleSystem 4298 Name = NukeBaikonurMushroomCloudRing 4299 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4300 Offset = X:0.0 Y:0.0 Z:105.0 4301 End 4302 4303 ParticleSystem 4304 Name = NukeBaikonurRing 4305 Offset = X:0.0 Y:0.0 Z:5.0 4306 End 4307 4308 ParticleSystem 4309 Name = NukeBlastWave 4310 InitialDelay = 300 300 UNIFORM ;In milliseconds 4311 ;Offset = X:0.0 Y:0.0 Z:45.0 4312 Offset = X:0.0 Y:0.0 Z:15.0 4313 End 4314 4315 ParticleSystem 4316 Name = NukeBaikonurShockwaveInverted 4317 InitialDelay = 300 300 UNIFORM ;In milliseconds 4318 Offset = X:0.0 Y:0.0 Z:20.0 4319 End 4320 4321 ParticleSystem 4322 Name = NukeBaikonurMushroomStem 4323 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4324 Offset = X:0.0 Y:0.0 Z:20.0 4325 End 4326 4327 ParticleSystem 4328 Name = NukeBaikonurShockwave 4329 InitialDelay = 200 200 UNIFORM ;In milliseconds 4330 Offset = X:0.0 Y:0.0 Z:10.0 4331 End 4332 4333 ParticleSystem 4334 Name = NukeBaikonurMushroomRing 4335 InitialDelay = 1000 1000 UNIFORM ;In milliseconds 4336 Offset = X:0.0 Y:0.0 Z:50.0 4337 End 4338 4339 End 4340 4341 ; ---------------------------------------------- 4342 FXList FX_NukeGLA 4343 4344 ViewShake 4345 Type = SEVERE 4346 End 4347 4348 Sound 4349 Name = ExplosionMiniNuke 4350 End 4351 4352 ParticleSystem 4353 Name = NukeGLAFlare 4354 InitialDelay = 0 0 UNIFORM ;In milliseconds 4355 Offset = X:0.0 Y:0.0 Z:90.0 4356 End 4357 4358 ParticleSystem 4359 Name = NukeGLAMushroomExplosion 4360 InitialDelay = 200 200 UNIFORM ;In milliseconds 4361 Offset = X:0.0 Y:0.0 Z:90.0 4362 End 4363 4364 ParticleSystem 4365 Name = NukeGLAMushroomCloudRing 4366 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4367 Offset = X:0.0 Y:0.0 Z:105.0 4368 End 4369 4370 ParticleSystem 4371 Name = NukeGLARing 4372 Offset = X:0.0 Y:0.0 Z:5.0 4373 End 4374 4375 ParticleSystem 4376 Name = NukeGLABlastWave 4377 InitialDelay = 300 300 UNIFORM ;In milliseconds 4378 ;Offset = X:0.0 Y:0.0 Z:45.0 4379 Offset = X:0.0 Y:0.0 Z:15.0 4380 End 4381 4382 ParticleSystem 4383 Name = NukeGLAShockwaveInverted 4384 InitialDelay = 300 300 UNIFORM ;In milliseconds 4385 Offset = X:0.0 Y:0.0 Z:20.0 4386 End 4387 4388 ParticleSystem 4389 Name = NukeGLAMushroomStem 4390 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4391 Offset = X:0.0 Y:0.0 Z:20.0 4392 End 4393 4394 ParticleSystem 4395 Name = NukeGLAShockwave 4396 InitialDelay = 200 200 UNIFORM ;In milliseconds 4397 Offset = X:0.0 Y:0.0 Z:20.0 4398 End 4399 4400 ParticleSystem 4401 Name = NukeGLAMushroomRing 4402 InitialDelay = 1000 1000 UNIFORM ;In milliseconds 4403 Offset = X:0.0 Y:0.0 Z:50.0 4404 End 4405 4406 End 4407 4408 ; ---------------------------------------------- 4409 FXList WeaponFX_SmallFireFieldWeapon 4410 ParticleSystem 4411 Name = FireFieldSmall 4412 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4413 Offset = X:0.0 Y:0.0 Z:1.0 4414 End 4415 End 4416 4417 ; ---------------------------------------------- 4418 FXList WeaponFX_SmallFireFieldWeaponUpgraded 4419 ParticleSystem 4420 Name = BlackFireFieldSmall 4421 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4422 Offset = X:0.0 Y:0.0 Z:1.0 4423 End 4424 End 4425 4426 ; ---------------------------------------------- 4427 FXList WeaponFX_LargePoisonFieldWeapon 4428 ParticleSystem 4429 Name = PoisonFieldLarge 4430 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4431 Offset = X:0.0 Y:0.0 Z:1.0 4432 End 4433 End 4434 4435 ; ---------------------------------------------- 4436 FXList WeaponFX_MediumPoisonFieldWeapon 4437 ParticleSystem 4438 Name = PoisonFieldMedium 4439 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4440 Offset = X:0.0 Y:0.0 Z:1.0 4441 End 4442 End 4443 4444 ; ---------------------------------------------- 4445 FXList WeaponFX_SmallPoisonFieldWeapon 4446 ParticleSystem 4447 Name = PoisonFieldSmall 4448 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4449 Offset = X:0.0 Y:0.0 Z:1.0 4450 End 4451 End 4452 4453 ; ---------------------------------------------- 4454 FXList WeaponFX_LargePoisonFieldWeaponUpgraded 4455 ParticleSystem 4456 Name = AnthraxFieldLarge 4457 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4458 Offset = X:0.0 Y:0.0 Z:1.0 4459 End 4460 End 4461 4462 ; ---------------------------------------------- 4463 FXList WeaponFX_MediumPoisonFieldWeaponUpgraded 4464 ParticleSystem 4465 Name = AnthraxFieldMedium 4466 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4467 Offset = X:0.0 Y:0.0 Z:1.0 4468 End 4469 End 4470 4471 ; ---------------------------------------------- 4472 FXList WeaponFX_SmallPoisonFieldWeaponUpgraded 4473 ParticleSystem 4474 Name = AnthraxFieldSmall 4475 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4476 Offset = X:0.0 Y:0.0 Z:1.0 4477 End 4478 End 4479 4480 ; ---------------------------------------------- 4481 FXList WeaponFX_LargeRadiationFieldWeapon 4482 ParticleSystem 4483 Name = RadiationFieldLarge 4484 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4485 Offset = X:0.0 Y:0.0 Z:1.0 4486 End 4487 End 4488 4489 ; ---------------------------------------------- 4490 FXList WeaponFX_MediumRadiationFieldWeapon 4491 ParticleSystem 4492 Name = RadiationFieldMedium 4493 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4494 Offset = X:0.0 Y:0.0 Z:1.0 4495 End 4496 End 4497 4498 ; ---------------------------------------------- 4499 FXList WeaponFX_SmallRadiationFieldWeapon 4500 ParticleSystem 4501 Name = RadiationFieldSmall 4502 UseCallersRadius = Yes ; Radius of emission set by radius of damage. 4503 Offset = X:0.0 Y:0.0 Z:1.0 4504 End 4505 End 4506 4507 ; ---------------------------------------------- 4508 FXList FX_GLAViralOutbreak 4509 4510 ; ViewShake 4511 ; Type = SEVERE 4512 ; End 4513 4514 ; Sound 4515 ; Name = ExplosionMiniNuke 4516 ; End 4517 4518 ParticleSystem 4519 Name = GLAViralOutbreakClouds 4520 InitialDelay = 0 0 UNIFORM ;In milliseconds 4521 Offset = X:0.0 Y:0.0 Z:2.0 4522 End 4523 4524 ParticleSystem 4525 Name = GLAViralOutbreakFumes 4526 InitialDelay = 500 500 UNIFORM ;In milliseconds 4527 Offset = X:0.0 Y:0.0 Z:2.0 4528 End 4529 4530 4531 End 4532 4533 4534 ; ---------------------------------------------- 4535 FXList FX_ParticleTestFX 4536 4537 End 4538 4539 ; ---------------------------------------------- 4540 FXList WeaponFX_SCUDMissileDetonationExplosive 4541 4542 ViewShake 4543 Type = SEVERE 4544 End 4545 4546 Sound 4547 Name = ExplosionScudExplosive 4548 End 4549 4550 ParticleSystem 4551 Name = ScudMissleLauncherExplosionArms 4552 Offset = X:0.0 Y:0.0 Z:2.0 4553 End 4554 4555 ParticleSystem 4556 Name = ScudMissleLauncherLenzFlare 4557 Offset = X:0.0 Y:0.0 Z:10.0 4558 End 4559 4560 ParticleSystem 4561 Name = ScudMissleLauncherExplosionTrailArms 4562 Offset = X:0.0 Y:0.0 Z:15.0 4563 End 4564 4565 End 4566 4567 ; ---------------------------------------------- 4568 FXList FX_ChinaPowerPlantDeath 4569 4570 ViewShake 4571 Type = SEVERE 4572 End 4573 4574 Sound 4575 Name = ExplosionMiniNuke 4576 End 4577 4578 ParticleSystem 4579 Name = NukeCannonFlare 4580 InitialDelay = 0 0 UNIFORM ;In milliseconds 4581 Offset = X:0.0 Y:0.0 Z:40.0 4582 End 4583 4584 ParticleSystem 4585 Name = NukeCannonMushroomExplosion 4586 InitialDelay = 200 200 UNIFORM ;In milliseconds 4587 Offset = X:0.0 Y:0.0 Z:40.0 4588 End 4589 4590 ParticleSystem 4591 Name = NukeCannonMushroomCloudRing 4592 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4593 Offset = X:0.0 Y:0.0 Z:45.0 4594 End 4595 4596 ParticleSystem 4597 Name = NukeCannonRing 4598 Offset = X:0.0 Y:0.0 Z:5.0 4599 End 4600 4601 ParticleSystem 4602 Name = NukeCannonBlastWave 4603 InitialDelay = 300 300 UNIFORM ;In milliseconds 4604 Offset = X:0.0 Y:0.0 Z:10.0 4605 End 4606 4607 ParticleSystem 4608 Name = NukeCannonShockwaveInverted 4609 InitialDelay = 300 300 UNIFORM ;In milliseconds 4610 Offset = X:0.0 Y:0.0 Z:20.0 4611 End 4612 4613 ParticleSystem 4614 Name = NukeCannonMushroomStem 4615 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4616 Offset = X:0.0 Y:0.0 Z:20.0 4617 End 4618 4619 ParticleSystem 4620 Name = NukeCannonShockwave 4621 InitialDelay = 200 200 UNIFORM ;In milliseconds 4622 Offset = X:0.0 Y:0.0 Z:20.0 4623 End 4624 4625 ParticleSystem 4626 Name = NukeCannonMushroomRing 4627 InitialDelay = 1000 1000 UNIFORM ;In milliseconds 4628 Offset = X:0.0 Y:0.0 Z:35.0 4629 End 4630 4631 End 4632 4633 ; ---------------------------------------------- 4634 FXList WeaponFX_NukeCannon 4635 4636 ViewShake 4637 Type = SEVERE 4638 End 4639 4640 Sound 4641 Name = ExplosionMiniNuke 4642 End 4643 4644 ParticleSystem 4645 Name = NukeCannonFlare 4646 InitialDelay = 0 0 UNIFORM ;In milliseconds 4647 Offset = X:0.0 Y:0.0 Z:40.0 4648 End 4649 4650 ParticleSystem 4651 Name = NukeCannonMushroomExplosion 4652 InitialDelay = 200 200 UNIFORM ;In milliseconds 4653 Offset = X:0.0 Y:0.0 Z:40.0 4654 End 4655 4656 ParticleSystem 4657 Name = NukeCannonMushroomCloudRing 4658 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4659 Offset = X:0.0 Y:0.0 Z:45.0 4660 End 4661 4662 ParticleSystem 4663 Name = NukeCannonRing 4664 Offset = X:0.0 Y:0.0 Z:5.0 4665 End 4666 4667 ParticleSystem 4668 Name = NukeCannonBlastWave 4669 InitialDelay = 300 300 UNIFORM ;In milliseconds 4670 Offset = X:0.0 Y:0.0 Z:10.0 4671 End 4672 4673 ParticleSystem 4674 Name = NukeCannonShockwaveInverted 4675 InitialDelay = 300 300 UNIFORM ;In milliseconds 4676 Offset = X:0.0 Y:0.0 Z:20.0 4677 End 4678 4679 ParticleSystem 4680 Name = NukeCannonMushroomStem 4681 InitialDelay = 200 200 UNIFORM ;In milliseconds 4682 Offset = X:0.0 Y:0.0 Z:20.0 4683 End 4684 4685 ParticleSystem 4686 Name = NukeCannonMushroomRing 4687 InitialDelay = 1000 1000 UNIFORM ;In milliseconds 4688 Offset = X:0.0 Y:0.0 Z:35.0 4689 End 4690 4691 End 4692 4693 ; ---------------------------------------------- 4694 FXList WeaponFX_BaikonurRocket 4695 ViewShake 4696 Type = SEVERE 4697 End 4698 4699 Sound 4700 Name = ExplosionMiniNuke 4701 End 4702 4703 ParticleSystem 4704 Name = NukeCannonFlare 4705 InitialDelay = 0 0 UNIFORM ;In milliseconds 4706 Offset = X:0.0 Y:0.0 Z:40.0 4707 End 4708 4709 ParticleSystem 4710 Name = NukeCannonMushroomExplosion 4711 InitialDelay = 200 200 UNIFORM ;In milliseconds 4712 Offset = X:0.0 Y:0.0 Z:40.0 4713 End 4714 4715 ParticleSystem 4716 Name = NukeCannonMushroomCloudRing 4717 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 4718 Offset = X:0.0 Y:0.0 Z:45.0 4719 End 4720 4721 ParticleSystem 4722 Name = NukeCannonRing 4723 Offset = X:0.0 Y:0.0 Z:5.0 4724 End 4725 4726 ParticleSystem 4727 Name = NukeCannonBlastWave 4728 InitialDelay = 500 500 UNIFORM ;In milliseconds 4729 Offset = X:0.0 Y:0.0 Z:10.0 4730 End 4731 4732 ParticleSystem 4733 Name = NukeCannonShockwaveInverted 4734 InitialDelay = 300 300 UNIFORM ;In milliseconds 4735 Offset = X:0.0 Y:0.0 Z:20.0 4736 End 4737 4738 ParticleSystem 4739 Name = NukeCannonMushroomStem 4740 InitialDelay = 200 200 UNIFORM ;In milliseconds 4741 Offset = X:0.0 Y:0.0 Z:20.0 4742 End 4743 4744 ParticleSystem 4745 Name = NukeCannonMushroomRing 4746 InitialDelay = 1000 1000 UNIFORM ;In milliseconds 4747 Offset = X:0.0 Y:0.0 Z:35.0 4748 End 4749 4750 End 4751 4752 ; ---------------------------------------------- 4753 FXList FX_CarpetBomb 4754 4755 ParticleSystem 4756 Name = CarpetBombExplosion 4757 InitialDelay = 0 0 UNIFORM ;In milliseconds 4758 Offset = X:0.0 Y:0.0 Z:0.0 4759 End 4760 4761 ParticleSystem 4762 Name = CarpetBombWave 4763 InitialDelay = 0 0 UNIFORM ;In milliseconds 4764 Offset = X:0.0 Y:0.0 Z:0.0 4765 End 4766 4767 ParticleSystem 4768 Name = CarpetBombExplosionPuff 4769 InitialDelay = 0 0 UNIFORM ;In milliseconds 4770 Offset = X:0.0 Y:0.0 Z:0.0 4771 End 4772 4773 Sound 4774 Name = ExplosionCarpetBomb 4775 End 4776 End 4777 4778 ; ---------------------------------------------- 4779 FXList FX_AuroraBombLaunch 4780 Sound 4781 Name = DaisyCutterWeapon 4782 End 4783 End 4784 4785 ; ---------------------------------------------- 4786 FXList FX_AuroraBombDetonate 4787 4788 ParticleSystem 4789 Name = CarpetBombExplosion 4790 InitialDelay = 0 0 UNIFORM ;In milliseconds 4791 Offset = X:0.0 Y:0.0 Z:0.0 4792 End 4793 4794 ParticleSystem 4795 Name = CarpetBombWave 4796 InitialDelay = 0 0 UNIFORM ;In milliseconds 4797 Offset = X:0.0 Y:0.0 Z:0.0 4798 End 4799 4800 ParticleSystem 4801 Name = CarpetBombExplosionPuff 4802 InitialDelay = 0 0 UNIFORM ;In milliseconds 4803 Offset = X:0.0 Y:0.0 Z:0.0 4804 End 4805 4806 Sound 4807 Name = ExplosionCarpetBomb 4808 End 4809 End 4810 4811 4812 4813 ; ---------------------------------------------- 4814 FXList FX_A10ThunderboltMissileExplosion 4815 4816 ParticleSystem 4817 Name = CarpetBombExplosion 4818 InitialDelay = 0 0 UNIFORM ;In milliseconds 4819 Offset = X:0.0 Y:0.0 Z:0.0 4820 End 4821 4822 ParticleSystem 4823 Name = CarpetBombWave 4824 InitialDelay = 0 0 UNIFORM ;In milliseconds 4825 Offset = X:0.0 Y:0.0 Z:0.0 4826 End 4827 4828 ParticleSystem 4829 Name = CarpetBombExplosionPuff 4830 InitialDelay = 0 0 UNIFORM ;In milliseconds 4831 Offset = X:0.0 Y:0.0 Z:0.0 4832 End 4833 4834 Sound 4835 Name = ExplosionCarpetBomb 4836 End 4837 End 4838 4839 4840 ; ---------------------------------------------- 4841 4842 FXList FX_BonusCrate 4843 4844 ParticleSystem 4845 Name = BonusCrate01 4846 InitialDelay = 0 0 UNIFORM ;In milliseconds 4847 Offset = X:0.0 Y:0.0 Z:0.0 4848 End 4849 4850 ParticleSystem 4851 Name = BonusCrateFlash 4852 InitialDelay = 0 0 UNIFORM ;In milliseconds 4853 Offset = X:0.0 Y:0.0 Z:0.0 4854 End 4855 4856 End 4857 ; ----------------------------------------------------------------------------- 4858 ; FX list when the dam becomes damaged from pristine 4859 ; ----------------------------------------------------------------------------- 4860 FXList FX_DamDamaged 4861 4862 Sound 4863 Name = DamBreakStage1 4864 End 4865 4866 End 4867 4868 ; ----------------------------------------------------------------------------- 4869 ; FX list when the dam becomes really damaged from damaged 4870 ; ----------------------------------------------------------------------------- 4871 FXList FX_DamReallyDamaged 4872 4873 Sound 4874 Name = DamBreakStage2 4875 End 4876 4877 End 4878 4879 ; ----------------------------------------------------------------------------- 4880 ; FX list when the dam becomes rubble 4881 ; ----------------------------------------------------------------------------- 4882 FXList FX_DamRubble 4883 4884 Sound 4885 Name = DamBreakStage3 4886 End 4887 4888 End 4889 4890 ; ----------------------------------------------------------------------------- 4891 ; generic smoke and fire for burning buildings 4892 ; ----------------------------------------------------------------------------- 4893 FXList FX_SmolderingFlame 4894 ParticleSystem 4895 Name = SmolderingFire 4896 End 4897 ParticleSystem 4898 Name = SmolderingSmoke 4899 End 4900 End 4901 4902 ; ----------------------------------------------------------------------------- 4903 ; FX list when FireStorm is called 4904 ; ----------------------------------------------------------------------------- 4905 FXList FX_FireStorm 4906 Sound 4907 Name = FireStorm 4908 End 4909 End 4910 4911 ; ----------------------------------------------------------------------------- 4912 ; FX list when black napalm firestorm is called 4913 ; ----------------------------------------------------------------------------- 4914 FXList FX_BlackNapalmFireStorm 4915 Sound 4916 Name = BlackNapalmFireStorm 4917 End 4918 End 4919 4920 ; ----------------------------------------------------------------------------- 4921 ; FX list when FlashBangBuilding is called 4922 ; ----------------------------------------------------------------------------- 4923 FXList FX_FlashBangBuilding 4924 4925 ParticleSystem 4926 Name = FlashBangBuildingFlash 4927 OrientToObject = Yes 4928 End 4929 4930 ParticleSystem 4931 Name = FlashBangBuildingSpark 4932 OrientToObject = Yes 4933 End 4934 4935 ParticleSystem 4936 Name = FlashBangBuildingSmoke 4937 OrientToObject = Yes 4938 End 4939 End 4940 4941 ;------------------------------------------------------------------------------------ 4942 FXList FX_MakeCarBombSuccess 4943 Sound 4944 Name = TerroristCarBomb 4945 End 4946 End 4947 4948 ; ----------------------------------------------------------------------------------- 4949 ; note, this FXList should use the same sound as the RangerFlashBang weapon, 4950 ; and a similar light/explosion. 4951 FXList FX_FlashBangGarrisonBuildingHit 4952 4953 LightPulse 4954 Color = R:255 G:255 B:255 4955 Radius = 100 4956 ; this is a new option for LightPulse. If present (and nonzero), and the 4957 ; FXList is applied to an Object (rather than a Position), it overrides 4958 ; the value of "Radius" by applying the given percentage of the Object's bounding circle. 4959 RadiusAsPercentOfObjectSize = 150% 4960 IncreaseTime = 0 4961 DecreaseTime = 2000 4962 End 4963 4964 Sound 4965 Name = TankDie 4966 End 4967 4968 FXListAtBonePos 4969 FX = FX_FlashBangBuilding 4970 BoneName = FIREPOINT 4971 OrientToBone = Yes 4972 End 4973 4974 End 4975 4976 ;------------------------------------------------------------------------------ 4977 ; FX played when a building gets cleared by the Toxin Truck 4978 ;------------------------------------------------------------------------------ 4979 4980 FXList FX_ToxinBuildingClear 4981 4982 ParticleSystem 4983 Name = ToxinBuildingClearSpray 4984 OrientToObject = yes 4985 End 4986 4987 ; Sound 4988 ; Name = RaptorDie 4989 ; End 4990 4991 End 4992 4993 ;------------------------------------------------------------------------------ 4994 ; FX played when a building gets cleared by the Upgraded Toxin Truck 4995 ;------------------------------------------------------------------------------ 4996 4997 FXList FX_ToxinUpgradedBuildingClear 4998 4999 ParticleSystem 5000 Name = ToxinUpgradedBuildingClearSpray 5001 OrientToObject = yes 5002 End 5003 5004 ; Sound 5005 ; Name = RaptorDie 5006 ; End 5007 5008 End 5009 5010 ;------------------------------------------------------------------------------ 5011 ; FX played when a building gets cleared by the Dragon Tank 5012 ;------------------------------------------------------------------------------ 5013 5014 FXList FX_FlameBuildingClear 5015 5016 ParticleSystem 5017 Name = FlameBuildingSpray 5018 OrientToObject = yes 5019 End 5020 5021 ; Sound 5022 ; Name = RaptorDie 5023 ; End 5024 5025 End 5026 5027 ; ----------------------------------------------------------------------------------- 5028 ; FX played when a Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing 5029 ; ----------------------------------------------------------------------------------- 5030 5031 FXList FX_ToxinStreamGarrisonBuildingHit 5032 5033 LightPulse 5034 Color = R:255 G:255 B:255 5035 Radius = 100 5036 RadiusAsPercentOfObjectSize = 150% 5037 IncreaseTime = 0 5038 DecreaseTime = 2000 5039 End 5040 5041 Sound 5042 Name = TankDie 5043 End 5044 5045 FXListAtBonePos 5046 FX = FX_ToxinBuildingClear 5047 BoneName = FIREPOINT 5048 OrientToBone = Yes 5049 End 5050 5051 End 5052 5053 ; ----------------------------------------------------------------------------------- 5054 ; FX played when an Upgraded Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing 5055 ; ----------------------------------------------------------------------------------- 5056 5057 FXList FX_ToxinStreamUpgradedGarrisonBuildingHit 5058 5059 LightPulse 5060 Color = R:255 G:255 B:255 5061 Radius = 100 5062 RadiusAsPercentOfObjectSize = 150% 5063 IncreaseTime = 0 5064 DecreaseTime = 2000 5065 End 5066 5067 Sound 5068 Name = TankDie 5069 End 5070 5071 FXListAtBonePos 5072 FX = FX_ToxinUpgradedBuildingClear 5073 BoneName = FIREPOINT 5074 OrientToBone = Yes 5075 End 5076 5077 End 5078 5079 ; ----------------------------------------------------------------------------------- 5080 ; FX played when a Flame Stream hits a garrisoned building and does Urban Combat Bldg clearing 5081 ; ----------------------------------------------------------------------------------- 5082 FXList FX_DragonFlameGarrisonBuildingHit 5083 5084 LightPulse 5085 Color = R:255 G:255 B:255 5086 Radius = 100 5087 RadiusAsPercentOfObjectSize = 150% 5088 IncreaseTime = 0 5089 DecreaseTime = 2000 5090 End 5091 5092 Sound 5093 Name = TankDie 5094 End 5095 5096 FXListAtBonePos 5097 FX = FX_FlameBuildingClear 5098 BoneName = FIREPOINT 5099 OrientToBone = Yes 5100 End 5101 5102 End 5103 5104 ;------------------------------------------------------------------------------ 5105 ;Jet Cargo has just been killed 5106 ;------------------------------------------------------------------------------ 5107 FXList FX_JetBigDeathInitial 5108 5109 ; ParticleSystem 5110 ; Name = JetExplosionTrailArms 5111 ; OrientToObject = yes 5112 ; End 5113 5114 ParticleSystem 5115 Name = JetBigExplosionInitial 5116 OrientToObject = yes 5117 End 5118 5119 ParticleSystem 5120 Name = JetBigExplosionLenzflare 5121 OrientToObject = yes 5122 End 5123 5124 Sound 5125 Name = RaptorDie 5126 End 5127 5128 End 5129 5130 ;------------------------------------------------------------------------------ 5131 ; Big plane has just been killed 5132 ;------------------------------------------------------------------------------ 5133 FXList FX_BigPlaneDeath 5134 5135 ParticleSystem 5136 Name = JetExplosionTrailArms 5137 OrientToObject = yes 5138 End 5139 5140 ParticleSystem 5141 Name = JetBigExplosion 5142 OrientToObject = yes 5143 End 5144 5145 ParticleSystem 5146 Name = JetBigExplosionLenzflare 5147 OrientToObject = yes 5148 End 5149 5150 Sound 5151 Name = CargoJetFlambe 5152 End 5153 5154 End 5155 5156 ;------------------------------------------------------------------------------ 5157 ;Jet has just been killed 5158 ;------------------------------------------------------------------------------ 5159 FXList FX_JetDeathInitial 5160 5161 ParticleSystem 5162 Name = JetExplosionTrailArms 5163 OrientToObject = yes 5164 End 5165 5166 ParticleSystem 5167 Name = JetExplosion 5168 OrientToObject = yes 5169 End 5170 5171 ParticleSystem 5172 Name = JetDebris 5173 OrientToObject = yes 5174 End 5175 5176 Sound 5177 Name = RaptorDie 5178 End 5179 5180 End 5181 5182 ;------------------------------------------------------------------------------ 5183 ;Secondary explosion to take place after a delay specified in the 5184 ;JetSlowDeathBehavior module 5185 ;------------------------------------------------------------------------------ 5186 FXList FX_JetDeathSecondary 5187 5188 ParticleSystem 5189 Name = JetBurning 5190 AttachToObject = Yes 5191 End 5192 5193 End 5194 5195 ;------------------------------------------------------------------------------ 5196 ;Dying jet just hit the ground 5197 ;------------------------------------------------------------------------------ 5198 FXList FX_JetDeathHitGround 5199 5200 ParticleSystem 5201 Name = JetExplosionGroundDebris 5202 OrientToObject = yes 5203 Offset = X:6.0 Y:0.0 Z:2.0 5204 End 5205 5206 ParticleSystem 5207 Name = JetExplosionGroundDust 5208 OrientToObject = yes 5209 Offset = X:6.0 Y:0.0 Z:2.0 5210 End 5211 5212 ParticleSystem 5213 Name = JetExplosionGround 5214 OrientToObject = yes 5215 Offset = X:6.0 Y:0.0 Z:5.0 5216 End 5217 5218 Sound 5219 Name = RaptorCrash 5220 End 5221 5222 End 5223 5224 ;------------------------------------------------------------------------------ 5225 ;Jet destruction FX when on ground/runway 5226 ;------------------------------------------------------------------------------ 5227 FXList FX_JetOnGroundDeath 5228 5229 ParticleSystem 5230 Name = JetExplosionGroundDebris 5231 OrientToObject = Yes 5232 Offset = X:0.0 Y:0.0 Z:2.0 5233 End 5234 5235 ParticleSystem 5236 Name = JetExplosionGroundDust 5237 OrientToObject = Yes 5238 Offset = X:0.0 Y:0.0 Z:2.0 5239 End 5240 5241 End 5242 5243 ;------------------------------------------------------------------------------ 5244 ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module 5245 ;determines when the jet is finally destroyed and removed from the game world 5246 ;------------------------------------------------------------------------------ 5247 FXList FX_JetDeathFinalBlowUp 5248 5249 ; ParticleSystem 5250 ; Name = JetExplosionGroundDebris 5251 ; OrientToObject = yes 5252 ; Offset = X:0.0 Y:0.0 Z:2.0 5253 ; End 5254 5255 ; ParticleSystem 5256 ; Name = JetExplosionGroundDust 5257 ; OrientToObject = yes 5258 ; Offset = X:0.0 Y:0.0 Z:2.0 5259 ; End 5260 5261 End 5262 5263 ;------------------------------------------------------------------------------ 5264 ;Big fireball to mask vanishing object for cinematic crash. 5265 ;------------------------------------------------------------------------------ 5266 FXList FX_JetDeathFinalBlowUp_CinematicVersion 5267 ParticleSystem 5268 Name = JetExplosion 5269 OrientToObject = Yes 5270 End 5271 ParticleSystem 5272 Name = JetDebris 5273 OrientToObject = Yes 5274 End 5275 ParticleSystem 5276 Name = MammothTankSubExplosionSmoke 5277 Count = 3 5278 Radius = 15 30 UNIFORM 5279 Height = 0 0 UNIFORM 5280 InitialDelay = 50 667 UNIFORM 5281 OrientToObject = Yes 5282 End 5283 ViewShake 5284 Type = NORMAL 5285 End 5286 End 5287 5288 ; ------------------------------------------------------------ 5289 ; cluster mine bomb hits ground and sprays out clustermines 5290 ; ------------------------------------------------------------ 5291 FXList WeaponFX_ClusterMineImpact 5292 ParticleSystem 5293 Name = ClusterMineDrop 5294 End 5295 ParticleSystem 5296 Name = ClusterMineDropLenzflare 5297 End 5298 ParticleSystem 5299 Name = ClusterMineDropRing 5300 End 5301 ; do we really want a scorch mark here? that seems to be a dead giveaway 5302 ; for "there are mines here"... (srj) 5303 ; TerrainScorch 5304 ; Type = RANDOM 5305 ; Radius = 15 5306 ; End 5307 Sound 5308 Name = ExplosionClusterMine 5309 End 5310 ViewShake 5311 Type = STRONG 5312 End 5313 End 5314 5315 ; ------------------------------------------------------------ 5316 ; EMPPulse bomb hits ground and detonates the PulseEffect 5317 ; ------------------------------------------------------------ 5318 FXList WeaponFX_EMPPulseImpact 5319 ParticleSystem 5320 Name = EMPFlare 5321 End 5322 ; ParticleSystem 5323 ; Name = BuggyNewExplosionShockwave 5324 ; End 5325 ; ParticleSystem 5326 ; Name = ClstrMne 5327 ; End 5328 Sound 5329 Name = EMPPulseWhoosh 5330 End 5331 ViewShake 5332 Type = STRONG 5333 End 5334 End 5335 5336 5337 5338 5339 ; ----------------------------------------------------------------------------- 5340 ; FX list when FX_RangerCombatDropKill is called 5341 ; ----------------------------------------------------------------------------- 5342 FXList FX_RangerCombatDropKillSingle 5343 5344 ParticleSystem 5345 Name = FlashBangBuildingFlash 5346 OrientToObject = Yes 5347 End 5348 5349 ParticleSystem 5350 Name = FlashBangBuildingSpark 5351 OrientToObject = Yes 5352 End 5353 5354 ParticleSystem 5355 Name = FlashBangBuildingSmoke 5356 OrientToObject = Yes 5357 End 5358 5359 5360 End 5361 5362 ; ----------------------------------------------------------------------------------- 5363 FXList FX_RangerCombatDropKill 5364 5365 LightPulse 5366 Color = R:255 G:255 B:255 5367 Radius = 100 5368 ; this is a new option for LightPulse. If present (and nonzero), and the 5369 ; FXList is applied to an Object (rather than a Position), it overrides 5370 ; the value of "Radius" by applying the given percentage of the Object's bounding circle. 5371 RadiusAsPercentOfObjectSize = 150% 5372 IncreaseTime = 0 5373 DecreaseTime = 2000 5374 End 5375 5376 Sound 5377 Name = RangerVoiceClearBuilding 5378 End 5379 5380 FXListAtBonePos 5381 FX = FX_RangerCombatDropKillSingle 5382 BoneName = FIREPOINT 5383 OrientToBone = Yes 5384 End 5385 5386 End 5387 5388 ; ----------------------------------------------------------------------------- 5389 ; FX List is executed at the position in the world the user clicked to 5390 ; execute the Demoralize super weapon 5391 ; ----------------------------------------------------------------------------- 5392 ; sorry, demoralize is cut (srj) 5393 ;FXList FX_ExecuteDemoralize 5394 ; Sound 5395 ; Name = ExecuteDemoralize 5396 ; End 5397 ; LightPulse 5398 ; Color = R:255 G:0 B:0 5399 ; Radius = 100 5400 ; IncreaseTime = 0 5401 ; DecreaseTime = 2000 5402 ; End 5403 ;End 5404 5405 ; ----------------------------------------------------------------------------- 5406 ; FX List called when a Bomb Truck is destroyed. 5407 ; ----------------------------------------------------------------------------- 5408 FXList WeaponFX_BombTruckDefaultBombDetonation 5409 ViewShake 5410 Type = SEVERE 5411 End 5412 5413 Sound 5414 Name = ExplosionScudExplosive 5415 End 5416 5417 ParticleSystem 5418 Name = BombTruckDefaultExplosionArms 5419 Offset = X:0.0 Y:0.0 Z:2.0 5420 End 5421 5422 ParticleSystem 5423 Name = BombTruckDefaultLenzFlare 5424 Offset = X:0.0 Y:0.0 Z:1.0 5425 End 5426 5427 ParticleSystem 5428 Name = BombTruckDefaultExplosionTrailArms 5429 InitialDelay = 100 100 UNIFORM ;In milliseconds 5430 Offset = X:0.0 Y:0.0 Z:25.0 5431 End 5432 5433 End 5434 5435 FXList WeaponFX_OilWellDetonation 5436 ViewShake 5437 Type = SEVERE 5438 End 5439 5440 Sound 5441 Name = ExplosionScudExplosive 5442 End 5443 5444 ParticleSystem 5445 Name = BombTruckDefaultExplosionArms 5446 Offset = X:0.0 Y:0.0 Z:2.0 5447 End 5448 5449 ParticleSystem 5450 Name = BombTruckDefaultLenzFlare 5451 Offset = X:0.0 Y:0.0 Z:1.0 5452 End 5453 5454 ParticleSystem 5455 Name = BombTruckDefaultExplosionTrailArms 5456 InitialDelay = 100 100 UNIFORM ;In milliseconds 5457 Offset = X:0.0 Y:0.0 Z:25.0 5458 End 5459 ParticleSystem 5460 Name = OilDerrickDefaultExplosionTrailArms 5461 InitialDelay = 100 100 UNIFORM ;In milliseconds 5462 Offset = X:0.0 Y:0.0 Z:25.0 5463 End 5464 5465 End 5466 5467 ;------------------------------------------------------------------------------------------ 5468 FXList WeaponFX_BombTruckBioBombDetonation 5469 ViewShake 5470 Type = STRONG 5471 End 5472 5473 Sound 5474 Name = ExplosionScudExplosive 5475 End 5476 5477 ParticleSystem 5478 Name = BombTruckBioExplosionArms 5479 Offset = X:0.0 Y:0.0 Z:2.0 5480 End 5481 5482 ParticleSystem 5483 Name = BombTruckBioLenzFlare 5484 Offset = X:0.0 Y:0.0 Z:1.0 5485 End 5486 5487 ParticleSystem 5488 Name = BombTruckBioExplosionTrailArms 5489 InitialDelay = 100 100 UNIFORM ;In milliseconds 5490 Offset = X:0.0 Y:0.0 Z:25.0 5491 End 5492 5493 End 5494 5495 ;------------------------------------------------------------------------------------------ 5496 FXList WeaponFX_BombTruckAnthraxBombDetonation 5497 ViewShake 5498 Type = STRONG 5499 End 5500 5501 Sound 5502 Name = ExplosionScudExplosive 5503 End 5504 5505 ParticleSystem 5506 Name = BombTruckAnthraxExplosionArms 5507 Offset = X:0.0 Y:0.0 Z:2.0 5508 End 5509 5510 ParticleSystem 5511 Name = BombTruckAnthraxLenzFlare 5512 Offset = X:0.0 Y:0.0 Z:1.0 5513 End 5514 5515 ParticleSystem 5516 Name = BombTruckAnthraxExplosionTrailArms 5517 InitialDelay = 100 100 UNIFORM ;In milliseconds 5518 Offset = X:0.0 Y:0.0 Z:25.0 5519 End 5520 5521 End 5522 ;------------------------------------------------------------------------------------------ 5523 FXList WeaponFX_BombTruckHighExplosiveBombDetonation 5524 ViewShake 5525 Type = SEVERE 5526 End 5527 5528 Sound 5529 Name = ExplosionScudExplosive 5530 End 5531 5532 ParticleSystem 5533 Name = BombTruckHEExplosionArms 5534 Offset = X:0.0 Y:0.0 Z:2.0 5535 End 5536 5537 ParticleSystem 5538 Name = BombTruckHELenzFlare 5539 Offset = X:0.0 Y:0.0 Z:10.0 5540 End 5541 5542 ParticleSystem 5543 Name = BombTruckHEShockwave 5544 Offset = X:0.0 Y:0.0 Z:1.0 5545 End 5546 5547 ParticleSystem 5548 Name = BombTruckHEExplosionTrailArms 5549 InitialDelay = 100 100 UNIFORM ;In milliseconds 5550 Offset = X:0.0 Y:0.0 Z:25.0 5551 End 5552 5553 End 5554 5555 ;------------------------------------------------------------------------------------------ 5556 FXList WeaponFX_BombTruckHighExplosiveBioBombDetonation 5557 ViewShake 5558 Type = SEVERE 5559 End 5560 5561 Sound 5562 Name = ExplosionScudExplosive 5563 End 5564 5565 ParticleSystem 5566 Name = BombTruckHEBioExplosionArms 5567 Offset = X:0.0 Y:0.0 Z:2.0 5568 End 5569 5570 ParticleSystem 5571 Name = BombTruckHEBioLenzFlare 5572 Offset = X:0.0 Y:0.0 Z:10.0 5573 End 5574 5575 ParticleSystem 5576 Name = BombTruckHEBioShockwave 5577 Offset = X:0.0 Y:0.0 Z:1.0 5578 End 5579 5580 ParticleSystem 5581 Name = BombTruckHEBioExplosionTrailArms 5582 InitialDelay = 100 100 UNIFORM ;In milliseconds 5583 Offset = X:0.0 Y:0.0 Z:25.0 5584 End 5585 5586 End 5587 5588 ;------------------------------------------------------------------------------------------ 5589 FXList WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation 5590 ViewShake 5591 Type = SEVERE 5592 End 5593 5594 Sound 5595 Name = ExplosionScudExplosive 5596 End 5597 5598 ParticleSystem 5599 Name = BombTruckHEAnthraxExplosionArms 5600 Offset = X:0.0 Y:0.0 Z:2.0 5601 End 5602 5603 ParticleSystem 5604 Name = BombTruckHEAnthraxLenzFlare 5605 Offset = X:0.0 Y:0.0 Z:10.0 5606 End 5607 5608 ParticleSystem 5609 Name = BombTruckHEAnthraxShockwave 5610 Offset = X:0.0 Y:0.0 Z:1.0 5611 End 5612 5613 ParticleSystem 5614 Name = BombTruckHEAnthraxExplosionTrailArms 5615 InitialDelay = 100 100 UNIFORM ;In milliseconds 5616 Offset = X:0.0 Y:0.0 Z:25.0 5617 End 5618 5619 End 5620 5621 ; ----------------------------------------------------------------------------- 5622 FXList FX_BridgeDamaged01 5623 ParticleSystem 5624 Name = TreeBounceDust 5625 End 5626 End 5627 5628 ; ----------------------------------------------------------------------------- 5629 FXList FX_BridgeRepaired01 5630 ParticleSystem 5631 Name = TankStruckSparks 5632 Height = 10 10 CONSTANT 5633 End 5634 End 5635 5636 ; ---------------------------------------------- 5637 FXList FX_BombTruckDisguiseReveal 5638 ;ParticleSystem 5639 ; Name = TankStruckSmoke 5640 ; Height = 10 10 CONSTANT 5641 ;End 5642 ;ParticleSystem 5643 ; Name = TankStruckSparks 5644 ; Height = 10 10 CONSTANT 5645 ;End 5646 LightPulse 5647 Color = R:255 G:255 B:128 5648 Radius = 30 5649 IncreaseTime = 0 5650 DecreaseTime = 500 5651 End 5652 ;Sound 5653 ; Name = VehicleImpactHeavy 5654 ;End 5655 End 5656 5657 ; ---------------------------------------------- 5658 FXList FX_BombTruckDisguise 5659 ;ParticleSystem 5660 ; Name = TankStruckSmoke 5661 ; Height = 10 10 CONSTANT 5662 ;End 5663 ;ParticleSystem 5664 ; Name = TankStruckSparks 5665 ; Height = 10 10 CONSTANT 5666 ;End 5667 LightPulse 5668 Color = R:255 G:255 B:128 5669 Radius = 30 5670 IncreaseTime = 0 5671 DecreaseTime = 500 5672 End 5673 ;Sound 5674 ; Name = VehicleImpactHeavy 5675 ;End 5676 End 5677 5678 ; ---------------------------------------------- 5679 ; used when a missile is exploded via AA fire 5680 FXList FX_GenericMissileDeath 5681 Sound 5682 Name = CarDie 5683 End 5684 ParticleSystem 5685 Name = Explosion 5686 End 5687 ParticleSystem 5688 Name = ExplosionSmoke 5689 End 5690 End 5691 5692 ; ---------------------------------------------- 5693 FXList FX_GenericMissileDisintegrate 5694 ParticleSystem 5695 Name = GenericLaserHit 5696 Height = 0 0 CONSTANT 5697 End 5698 ParticleSystem 5699 Name = TankStruckSparks 5700 Height = 0 0 CONSTANT 5701 End 5702 LightPulse 5703 Color = R:255 G:64 B:64 5704 Radius = 30 5705 IncreaseTime = 0 5706 DecreaseTime = 500 5707 End 5708 Sound 5709 ; Name = VehicleImpactHeavy 5710 End 5711 End 5712 5713 ; ---------------------------------------------- 5714 5715 FXList FX_ChemicalFactoryExplosion 5716 5717 ViewShake 5718 Type = SEVERE 5719 End 5720 5721 Sound 5722 Name = ExplosionMiniNuke 5723 End 5724 5725 ParticleSystem 5726 Name = ChemicalFactoryGreenGasThick 5727 InitialDelay = 0 0 UNIFORM ;The green gas 5728 Offset = X:0.0 Y:0.0 Z:10.0 5729 End 5730 5731 ParticleSystem 5732 Name = ChemicalExplosionMushroom 5733 InitialDelay = 200 200 UNIFORM ;In milliseconds 5734 Offset = X:0.0 Y:0.0 Z:20.0 5735 End 5736 5737 ; ParticleSystem 5738 ; Name = NukeGLAMushroomCloudRing 5739 ; InitialDelay = 2000 2000 UNIFORM ;In milliseconds 5740 ; Offset = X:0.0 Y:0.0 Z:105.0 5741 ; End 5742 5743 ; ParticleSystem 5744 ; Name = NukeGLARing 5745 ; Offset = X:0.0 Y:0.0 Z:5.0 5746 ; End 5747 5748 ; ParticleSystem 5749 ; Name = NukeGLABlastWave 5750 ; InitialDelay = 300 300 UNIFORM ;In milliseconds 5751 ; ;Offset = X:0.0 Y:0.0 Z:45.0 5752 ; Offset = X:0.0 Y:0.0 Z:15.0 5753 ; End 5754 5755 ; ParticleSystem 5756 ; Name = NukeGLAShockwaveInverted 5757 ; InitialDelay = 300 300 UNIFORM ;In milliseconds 5758 ; Offset = X:0.0 Y:0.0 Z:20.0 5759 ; End 5760 5761 ; ParticleSystem 5762 ; Name = NukeGLAMushroomStem 5763 ; InitialDelay = 2000 2000 UNIFORM ;In milliseconds 5764 ; Offset = X:0.0 Y:0.0 Z:20.0 5765 ; End 5766 5767 ; ParticleSystem 5768 ; Name = NukeGLAShockwave 5769 ; InitialDelay = 200 200 UNIFORM ;In milliseconds 5770 ; Offset = X:0.0 Y:0.0 Z:20.0 5771 ; End 5772 5773 ; ParticleSystem 5774 ; Name = NukeGLAMushroomRing 5775 ; InitialDelay = 1000 1000 UNIFORM ;In milliseconds 5776 ; Offset = X:0.0 Y:0.0 Z:50.0 5777 ; End 5778 5779 5780 End 5781 5782 5783 ; ---------------------------------------------- 5784 FXList WeaponFX_EruptionOfToxicGooLarge 5785 ViewShake 5786 Type = SUBTLE 5787 End 5788 LightPulse 5789 Color = R:0 G:128 B:51 5790 Radius = 30 5791 IncreaseTime = 0 5792 DecreaseTime = 2333 5793 End 5794 ParticleSystem 5795 Name = ToxicGooDebrisLarge 5796 End 5797 Sound 5798 Name = ToxicGooSplash 5799 End 5800 End 5801 5802 ; ---------------------------------------------- 5803 FXList WeaponFX_EruptionOfToxicGooSmall 5804 ViewShake 5805 Type = SUBTLE 5806 End 5807 LightPulse 5808 Color = R:0 G:128 B:51 5809 Radius = 30 5810 IncreaseTime = 0 5811 DecreaseTime = 2333 5812 End 5813 ParticleSystem 5814 Name = ToxicGooDebrisSmall 5815 End 5816 Sound 5817 Name = ToxicGooSplash 5818 End 5819 End 5820 5821 ; ---------------------------------------------- 5822 FXList FX_TechRadioStationOwnedPulse 5823 ParticleSystem 5824 Name = TechRadioStationOwnedRing 5825 Offset = X:0.0 Y:0.0 Z:50.0 5826 OrientToObject = Yes 5827 End 5828 End 5829 5830 ; ---------------------------------------------- 5831 FXList FX_PropagandaTowerPropagandaPulse 5832 ParticleSystem 5833 Name = SonicRange 5834 Offset = X:0.0 Y:0.0 Z:50.0 5835 OrientToObject = Yes 5836 End 5837 End 5838 5839 ; ---------------------------------------------- 5840 FXList FX_PropagandaTowerSubliminalPulse 5841 ParticleSystem 5842 Name = SonicRangeUpgraded 5843 Offset = X:0.0 Y:0.0 Z:50.0 5844 OrientToObject = Yes 5845 End 5846 End 5847 5848 ; ---------------------------------------------- 5849 FXList FX_OverlordPropagandaTowerPropagandaPulse 5850 ParticleSystem 5851 Name = SonicRange 5852 Offset = X:0.0 Y:0.0 Z:8.0 5853 OrientToObject = Yes 5854 End 5855 End 5856 5857 ; ---------------------------------------------- 5858 FXList FX_OverlordPropagandaTowerSubliminalPulse 5859 ParticleSystem 5860 Name = SonicRangeUpgraded 5861 Offset = X:0.0 Y:0.0 Z:8.0 5862 OrientToObject = Yes 5863 End 5864 End 5865 5866 ; ----------------------------------------------------------------------------- 5867 FXList FX_ToxicTankDamageTransition 5868 ParticleSystem 5869 Name = ToxicExplosionLarge 5870 Offset = X:0 Y:0 Z:0 5871 End 5872 ParticleSystem 5873 Name = ToxinLenzflare 5874 Offset = X:0 Y:0 Z:0 5875 End 5876 LightPulse 5877 Color = R:128 G:255 B:32 5878 Radius = 60 5879 IncreaseTime = 100 5880 DecreaseTime = 1500 5881 End 5882 ViewShake 5883 Type = SEVERE 5884 End 5885 Sound 5886 Name = Explosion 5887 End 5888 End 5889 5890 ; ----------------------------------------------------------------------------- 5891 FXList FX_ToxicBunkerDamageTransition 5892 ParticleSystem 5893 Name = ToxicExplosionLargeUpgraded 5894 Offset = X:0 Y:0 Z:0 5895 End 5896 ParticleSystem 5897 Name = ToxinLenzflareUpgraded 5898 Offset = X:0 Y:0 Z:0 5899 End 5900 LightPulse 5901 Color = R:64 G:64 B:255 5902 Radius = 60 5903 IncreaseTime = 100 5904 DecreaseTime = 1500 5905 End 5906 ViewShake 5907 Type = SEVERE 5908 End 5909 Sound 5910 Name = Explosion 5911 End 5912 End 5913 5914 ; ---------------------------------------------- 5915 ; weapon fx for Artillery Barrage 5916 ; ---------------------------------------------- 5917 FXList FX_ArtilleryBarrage 5918 ViewShake 5919 Type = SUBTLE 5920 End 5921 TerrainScorch 5922 Type = RANDOM 5923 Radius = 15 5924 End 5925 LightPulse 5926 Color = R:255 G:128 B:51 5927 Radius = 30 5928 IncreaseTime = 0 5929 DecreaseTime = 2333 5930 End 5931 ParticleSystem 5932 Name = ArtilleryBarrageDebris 5933 End 5934 ParticleSystem 5935 Name = ArtilleryBarrageDust 5936 End 5937 ParticleSystem 5938 Name = ArtilleryBarrageShockwave 5939 Offset = X:0 Y:0 Z:2 5940 End 5941 Sound 5942 Name = ExplosionCarpetBomb 5943 End 5944 End 5945 5946 ; ---------------------------------------------- 5947 ; weapon fx for Anthrax Bomb 5948 ; ---------------------------------------------- 5949 FXList FX_AnthraxBomb 5950 ViewShake 5951 Type = SUBTLE 5952 End 5953 ; TerrainScorch 5954 ; Type = RANDOM 5955 ; Radius = 15 5956 ; End 5957 ; LightPulse 5958 ; Color = R:255 G:128 B:51 5959 ; Radius = 30 5960 ; IncreaseTime = 0 5961 ; DecreaseTime = 2333 5962 ; End 5963 ParticleSystem 5964 Name = AnthraxBombExplosion 5965 End 5966 ParticleSystem 5967 Name = AnthraxBombSpray 5968 End 5969 ParticleSystem 5970 Name = AnthraxBombLenzflare 5971 Offset = X:0 Y:0 Z:2 5972 End 5973 Sound 5974 Name = ExplosionAnthraxBomb 5975 End 5976 End 5977 5978 5979 ; ---------------------------------------------- 5980 FXList FX_LocomotiveExplode 5981 Sound 5982 Name = CarDie 5983 End 5984 ParticleSystem 5985 Name = MammothTankExplosionSmoke 5986 End 5987 ParticleSystem 5988 Name = BarrelExplosionDebris 5989 Count = 3 5990 Radius = 0 10 UNIFORM 5991 InitialDelay = 167 1000 UNIFORM 5992 End 5993 Sound 5994 Name = GasStationDie 5995 End 5996 ViewShake 5997 Type = STRONG 5998 End 5999 End 6000 6001 ; ---------------------------------------------- 6002 FXList FX_RailroadTankCarExplode 6003 Sound 6004 Name = CarDie 6005 End 6006 ParticleSystem 6007 Name = MammothTankExplosionSmoke 6008 End 6009 ParticleSystem 6010 Name = BarrelExplosionDebris 6011 Count = 1 6012 Radius = 0 10 UNIFORM 6013 InitialDelay = 167 1000 UNIFORM 6014 End 6015 Sound 6016 Name = GasStationDie 6017 End 6018 ViewShake 6019 Type = STRONG 6020 End 6021 End 6022 6023 ; ---------------------------------------------- 6024 FXList FX_RailroadWoodenCarExplode 6025 Sound 6026 Name = CarDie 6027 End 6028 ParticleSystem 6029 Name = MammothTankExplosionSmoke 6030 End 6031 ParticleSystem 6032 Name = BarrelExplosionDebris 6033 Count = 1 6034 Radius = 0 10 UNIFORM 6035 InitialDelay = 167 1000 UNIFORM 6036 End 6037 Sound 6038 Name = GasStationDie 6039 End 6040 ViewShake 6041 Type = STRONG 6042 End 6043 End 6044 6045 ; ---------------------------------------------- 6046 FXList FX_RailroadCoalCarExplode 6047 Sound 6048 Name = CarDie 6049 End 6050 ParticleSystem 6051 Name = MammothTankExplosionSmoke 6052 End 6053 ParticleSystem 6054 Name = BarrelExplosionDebris 6055 Count = 1 6056 Radius = 0 10 UNIFORM 6057 InitialDelay = 167 1000 UNIFORM 6058 End 6059 Sound 6060 Name = GasStationDie 6061 End 6062 ViewShake 6063 Type = STRONG 6064 End 6065 End 6066 6067 ; ---------------------------------------------- 6068 FXList FX_IRDetection 6069 ; Sound 6070 ; Name = CarDie 6071 ; End 6072 ParticleSystem 6073 Name = IRDetectGrid 6074 Offset = X:0.0 Y:0.0 Z:2.0 6075 End 6076 ParticleSystem 6077 Name = IRDetectSonar 6078 Offset = X:0.0 Y:0.0 Z:2.0 6079 End 6080 End 6081 6082 ; ---------------------------------------------------------------------------- 6083 FXList FX_RailroadBridgeCollapse 6084 ViewShake 6085 Type = SEVERE 6086 End 6087 6088 ;BRIDGE SOUNDS------------------------------- 6089 Sound 6090 Name = BuildingToppleDelayMetal 6091 End 6092 Sound 6093 Name = ExplosionDaisyCutter 6094 End 6095 Sound 6096 Name = BuildingFallingMetal 6097 End 6098 Sound 6099 Name = BuildingCollapse1 6100 End 6101 Sound 6102 Name = RailroadBridgeMetalFatigue 6103 End 6104 Sound 6105 Name = AvalancheCrack 6106 End 6107 6108 ;BOMB SMOKE---------------------------------- 6109 ParticleSystem 6110 Name = StructureExplosionSmoke 6111 End 6112 6113 ;SPLASH-------------------------------------------- 6114 ParticleSystem 6115 Name = RiverSplashLarge 6116 InitialDelay = 5000 5000 UNIFORM ;In milliseconds 6117 Offset = X:70.0 Y:0.0 Z:-156.0 6118 End 6119 ParticleSystem 6120 Name = RiverRippleHiLite 6121 InitialDelay = 5000 5000 UNIFORM ;In milliseconds 6122 Offset = X:70.0 Y:0.0 Z:-156.0 6123 End 6124 Sound 6125 Name = RiverSplash5000 6126 End 6127 Sound 6128 Name = DebrisBigMetal 6129 End 6130 6131 ParticleSystem 6132 Name = RiverSplashLarge 6133 InitialDelay = 6000 6000 UNIFORM ;In milliseconds 6134 Offset = X:20.0 Y:0.0 Z:-156.0 6135 End 6136 ParticleSystem 6137 Name = RiverRippleHiLite 6138 InitialDelay = 6000 6000 UNIFORM ;In milliseconds 6139 Offset = X:20.0 Y:0.0 Z:-156.0 6140 End 6141 Sound 6142 Name = RiverSplash6000 6143 End 6144 Sound 6145 Name = DebrisBigMetal 6146 End 6147 6148 ParticleSystem 6149 Name = RiverSplashLarge 6150 InitialDelay = 7000 7000 UNIFORM ;In milliseconds 6151 Offset = X:-20.0 Y:0.0 Z:-156.0 6152 End 6153 ParticleSystem 6154 Name = RiverRippleHiLite 6155 InitialDelay = 7000 7000 UNIFORM ;In milliseconds 6156 Offset = X:-20.0 Y:0.0 Z:-156.0 6157 End 6158 Sound 6159 Name = RiverSplash7000 6160 End 6161 Sound 6162 Name = DebrisBigMetal 6163 End 6164 6165 ;DEBRIS------------------------------------------- 6166 ParticleSystem 6167 Name = StructureDamagedDebris 6168 End 6169 End 6170 6171 6172 6173 ; ---------------------------------------------------------------------------- 6174 ; This is the Big special train wreck sequence 6175 ; ---------------------------------------------------------------------------- 6176 FXList FX_SpectacularTrainWreck 6177 6178 ; put train crash sounds here 6179 6180 End 6181 6182 ; ----------------------------------------------------------------------------- 6183 ; The vehicle-crashes-into-building effect 6184 ; ----------------------------------------------------------------------------- 6185 FXList FX_VehicleCrashesIntoBuilding 6186 ParticleSystem 6187 Name = CarCrushDebris 6188 End 6189 ParticleSystem 6190 Name = HotPillarArms 6191 End 6192 Sound 6193 Name = ComancheCrash 6194 End 6195 ViewShake 6196 Type = SUBTLE 6197 End 6198 End 6199 6200 ; ----------------------------------------------------------------------------- 6201 ; Paladin tank fires point defense laser 6202 ; ----------------------------------------------------------------------------- 6203 FXList WeaponFX_PaladinPointDefenseLaser 6204 6205 Sound 6206 Name = PaladinPointDefenseLaserPulse 6207 End 6208 6209 End 6210 6211 FXList WeaponFX_CenturionLaser 6212 6213 Sound 6214 Name = ParticleUplinkCannon_PowerupSoundLoop 6215 End 6216 6217 End 6218 FXList WeaponFX_CenturionPointDefenseLaser 6219 6220 Sound 6221 Name = PaladinPointDefenseLaserPulse 6222 End 6223 6224 End 6225 6226 ; ----------------------------------------------------------------------------- 6227 ; The Large Structure Death Effect 6228 ; ----------------------------------------------------------------------------- 6229 FXList FX_StructureLargeDeath 6230 ParticleSystem 6231 Name = StructureTransitionLargeSmoke 6232 End 6233 ParticleSystem 6234 Name = StructureTransitionLargeExplosion 6235 End 6236 ParticleSystem 6237 Name = StructureTransitionLargeShockwave 6238 End 6239 ParticleSystem 6240 Name = StructureTransitionLargeFlare 6241 End 6242 Sound 6243 ; Name = ComancheCrash 6244 End 6245 ViewShake 6246 Type = SUBTLE 6247 End 6248 End 6249 6250 ; ----------------------------------------------------------------------------- 6251 ; The Medium Structure Death Effect 6252 ; ----------------------------------------------------------------------------- 6253 FXList FX_StructureMediumDeath 6254 ParticleSystem 6255 Name = StructureTransitionMediumSmoke 6256 End 6257 ParticleSystem 6258 Name = StructureTransitionMediumExplosion 6259 End 6260 ParticleSystem 6261 Name = StructureTransitionMediumShockwave 6262 End 6263 ParticleSystem 6264 Name = StructureTransitionMediumFlare 6265 End 6266 Sound 6267 ; Name = ComancheCrash 6268 End 6269 ViewShake 6270 Type = SUBTLE 6271 End 6272 End 6273 6274 ; ----------------------------------------------------------------------------- 6275 ; The Small Structure Death Effect 6276 ; ----------------------------------------------------------------------------- 6277 FXList FX_StructureSmallDeath 6278 ParticleSystem 6279 Name = StructureTransitionSmallSmoke 6280 End 6281 ParticleSystem 6282 Name = StructureTransitionSmallExplosion 6283 End 6284 ParticleSystem 6285 Name = StructureTransitionSmallShockwave 6286 End 6287 ParticleSystem 6288 Name = StructureTransitionSmallFlare 6289 End 6290 Sound 6291 ; Name = ComancheCrash 6292 End 6293 ViewShake 6294 Type = SUBTLE 6295 End 6296 End 6297 6298 ; ----------------------------------------------------------------------------- 6299 ; The Tiny Structure Death Effect 6300 ; ----------------------------------------------------------------------------- 6301 FXList FX_StructureTinyDeath 6302 ParticleSystem 6303 Name = StructureTransitionTinySmoke 6304 End 6305 ParticleSystem 6306 Name = StructureTransitionTinyExplosion 6307 End 6308 ParticleSystem 6309 Name = StructureTransitionTinyShockwave 6310 End 6311 ParticleSystem 6312 Name = StructureTransitionTinyFlare 6313 End 6314 Sound 6315 ; Name = ComancheCrash 6316 End 6317 ViewShake 6318 Type = SUBTLE 6319 End 6320 End 6321 6322 ;-------------------------------------------------------------------------------------------------- 6323 FXList FX_TsingMaExplosion 6324 ParticleSystem 6325 Name = TsingMaRing 6326 End 6327 ParticleSystem 6328 Name = TsingMaTrailArms 6329 OrientToObject = Yes 6330 End 6331 ParticleSystem 6332 Name = TsingMaLenzflare 6333 OrientToObject = Yes 6334 Offset = X:0 Y:0 Z:1 6335 End 6336 ViewShake 6337 Type = SEVERE 6338 End 6339 TerrainScorch 6340 Type = RANDOM 6341 Radius = 15 6342 End 6343 Sound 6344 Name = TankDie 6345 End 6346 End 6347 6348 ;-------------------------------------------------------------------------------------------------- 6349 FXList FX_TsingMaSplash 6350 ParticleSystem 6351 Name = TsingMaExplosionWave 6352 OrientToObject = Yes 6353 End 6354 ParticleSystem 6355 Name = TsingMaSplashWave 6356 OrientToObject = Yes 6357 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 6358 End 6359 ParticleSystem 6360 Name = TsingMaSplashHit 6361 OrientToObject = Yes 6362 InitialDelay = 2000 2000 UNIFORM ;In milliseconds 6363 End 6364 End 6365 6366 ;-------------------------------------------------------------------------------------------------- 6367 FXList FX_TrainWreckExplosion 6368 ParticleSystem 6369 Name = TsingMaRing 6370 End 6371 ParticleSystem 6372 Name = TrainWreckTrailArms 6373 OrientToObject = Yes 6374 End 6375 ParticleSystem 6376 Name = TsingMaLenzflare 6377 OrientToObject = Yes 6378 Offset = X:0 Y:0 Z:1 6379 End 6380 ViewShake 6381 Type = SEVERE 6382 End 6383 TerrainScorch 6384 Type = RANDOM 6385 Radius = 15 6386 End 6387 Sound 6388 Name = TankDie 6389 End 6390 End 6391 6392 ;-------------------------------------------------------------------------------------------------- 6393 FXList FX_TrainWreckSplash 6394 ParticleSystem 6395 Name = TrainWreckExplosionWave 6396 OrientToObject = Yes 6397 End 6398 ParticleSystem 6399 Name = TrainWreckSplashWave 6400 OrientToObject = Yes 6401 End 6402 ParticleSystem 6403 Name = TrainWreckSplashHit 6404 OrientToObject = Yes 6405 End 6406 End 6407 6408 ;-------------------------------------------------------------------------------------------------- 6409 FXList FX_CratePickup 6410 Sound 6411 Name = CratePickupSound 6412 End 6413 End 6414 6415 ;-------------------------------------------------------------------------------------------------- 6416 FXList FX_ParticleUplinkDeathInitial 6417 Sound 6418 ; Name = CratePickupSound 6419 End 6420 ParticleSystem 6421 Name = ParticleDeathFlare 6422 Offset = X:30 Y:0 Z:10 6423 End 6424 ParticleSystem 6425 Name = ParticleDeathImplode 6426 Offset = X:30 Y:0 Z:20 6427 End 6428 End 6429 ;------------------------------------------------------------------------- 6430 FXList FX_ChinaRadarJammerUpgrade 6431 ParticleSystem 6432 Name = SonicInvert 6433 Offset = X:0.0 Y:0.0 Z:0.0 6434 OrientToObject = Yes 6435 End 6436 Sound 6437 Name = RadarVanJam 6438 End 6439 End
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