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/Command and conquer Generals/Bataille Navale/INI/ -> FXList.ini (source)

   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


Generated: Sat Mar 28 08:18:23 2009 Cross-referenced by PHPXref 0.7