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   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ;FILE: DamageFX.ini (SYSTEM) ////////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  ;Just so you know the choices available, here is part of Damage.h
   6  ;{
   7  ; "EXPLOSION",   
   8  ; "CRUSH",     
   9  ; "ARMOR_PIERCING",
  10  ; "SMALL_ARMS",  
  11  ; "GATTLING",   
  12  ; "RADIATION",   
  13  ; "FLAME",     
  14  ; "LASER",     
  15  ; "SNIPER",    
  16  ; "POISON",   
  17  ; "HEALING", 
  18  ; "UNRESISTABLE", 
  19  ; "WATER",
  20  ; "DEPLOY", 
  21  ; "SURRENDER", 
  22  ; "HACK", 
  23  ; "KILL_PILOT", 
  24  ; "PENALTY", 
  25  ; "FALLING", 
  26  ; "MELEE", 
  27  ; "DISARM", 
  28  ; "HAZARD_CLEANUP", 
  29  ; "INFANTRY_MISSILE",   ;Used by Rocket troopers.
  30  ; "AURORA_BOMB",    ;Used by the Aurora
  31  ; "LAND_MINE",      ;used by land mines
  32  ; "JET_MISSILES",   ;used by jets
  33  ; "STEALTHJET_MISSILES",   ;used by the StealthJet
  34  ; "MOLOTOV_COCKTAIL",   ;used by angry mob molotov cocktails
  35  ; "COMANCHE_VULCAN",   ;used by Comanche 20mm
  36  ;};
  37  
  38  ; ---------------------------------------
  39  DamageFX DefaultDamageFX
  40  
  41    ; this means, "when doing damagefx of the same type, wait at least this many milliseconds
  42    ; between repeated fx." this is used to prevent overwhelming the system with fx when
  43    ; groups of things are attacking a single object. example: 8 rangers attacking a tank
  44    ; would produce a ton of particle effects if we did one for every ranger, every time they
  45    ; attack, but with this in place, we only do (at most) one every 500 msec.
  46    ThrottleTime = DEFAULT 300
  47  
  48    AmountForMajorFX  = ARMOR_PIERCING    50.0
  49    MajorFX           = ARMOR_PIERCING    FX_DamageMajorArmorPiercing
  50    MinorFX           = ARMOR_PIERCING    FX_DamageMinorArmorPiercing
  51  
  52    MajorFX           = HEALING           None
  53    MinorFX           = HEALING           None
  54  
  55  End
  56  
  57  ; ---------------------------------------
  58  DamageFX CrushableCarDamageFX
  59  
  60    ; this means, "when doing damagefx of the same type, wait at least this many milliseconds
  61    ; between repeated fx." this is used to prevent overwhelming the system with fx when
  62    ; groups of things are attacking a single object. example: 8 rangers attacking a tank
  63    ; would produce a ton of particle effects if we did one for every ranger, every time they
  64    ; attack, but with this in place, we only do (at most) one every 500 msec.
  65    ThrottleTime = DEFAULT 300
  66  
  67    AmountForMajorFX  = CRUSH             1.0
  68    MajorFX           = CRUSH             FX_CarOverlappedByCrusher
  69    MinorFX           = CRUSH             FX_CarOverlappedByCrusher
  70  
  71    MajorFX           = HEALING           None
  72    MinorFX           = HEALING           None
  73  
  74  End
  75  
  76  ; ---------------------------------------
  77  DamageFX TankDamageFX
  78  
  79    ; this means, "when doing damagefx of the same type, wait at least this many milliseconds
  80    ; between repeated fx." this is used to prevent overwhelming the system with fx when
  81    ; groups of things are attacking a single object. example: 8 rangers attacking a tank
  82    ; would produce a ton of particle effects if we did one for every ranger, every time they
  83    ; attack, but with this in place, we only do (at most) one every 500 msec.
  84    ThrottleTime = DEFAULT 100
  85    
  86    AmountForMajorFX  = DEFAULT           2.0
  87    MajorFX           = DEFAULT           FX_DamageTankStruck
  88    VeterancyMajorFX  = HEROIC DEFAULT    FX_HeroicDamageTankStruck
  89    MinorFX           = DEFAULT           FX_DamageTankStruck
  90    VeterancyMinorFX  = HEROIC DEFAULT    FX_HeroicDamageTankStruck
  91  
  92  ; DEMO HACK  -- The minor effect should actually be a smaller version of the major effect.
  93    MajorFX           = SMALL_ARMS        FX_DamageTankStruckSmallArms
  94    VeterancyMajorFX  = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms
  95    MinorFX           = SMALL_ARMS        FX_DamageTankStruckSmallArms
  96    VeterancyMinorFX  = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms
  97  
  98    MajorFX           = COMANCHE_VULCAN         FX_DamageTankStruckSmallArms
  99    VeterancyMajorFX  = HEROIC COMANCHE_VULCAN  FX_HeroicDamageTankStruckSmallArms
 100    MinorFX           = COMANCHE_VULCAN         FX_DamageTankStruckSmallArms
 101    VeterancyMinorFX  = HEROIC COMANCHE_VULCAN  FX_HeroicDamageTankStruckSmallArms
 102  
 103    MajorFX           = KILL_PILOT          FX_DamageDisableVehicle
 104    VeterancyMajorFX  = HEROIC KILL_PILOT   FX_HeroicDamageDisableVehicle
 105    MinorFX           = KILL_PILOT          FX_DamageDisableVehicle
 106    VeterancyMinorFX  = HEROIC KILL_PILOT   FX_HeroicDamageDisableVehicle
 107  
 108    MajorFX           = SNIPER              FX_DamageTankStruckSmallArms
 109    VeterancyMajorFX  = HEROIC SNIPER       FX_HeroicDamageTankStruckSmallArms
 110    MinorFX           = SNIPER              FX_DamageTankStruckSmallArms
 111    VeterancyMinorFX  = HEROIC SNIPER       FX_HeroicDamageTankStruckSmallArms
 112  
 113    MajorFX           = GATTLING            FX_DamageTankStruckSmallArms
 114    VeterancyMajorFX  = HEROIC GATTLING     FX_HeroicDamageTankStruckSmallArms
 115    MinorFX           = GATTLING            FX_DamageTankStruckSmallArms
 116    VeterancyMinorFX  = HEROIC GATTLING     FX_HeroicDamageTankStruckSmallArms
 117  
 118  
 119    MajorFX           = FLAME             None
 120    MinorFX           = FLAME             None
 121  
 122    MajorFX           = PARTICLE_BEAM     None
 123    MinorFX           = PARTICLE_BEAM     None
 124  
 125    MajorFX           = HEALING           None
 126    MinorFX           = HEALING           None
 127  
 128    MajorFX           = RADIATION         None
 129    MinorFX           = RADIATION         None
 130  
 131    MajorFX           = POISON            None
 132    MinorFX           = POISON            None
 133  
 134  End
 135  
 136  ; ---------------------------------------
 137  DamageFX SmallTankDamageFX
 138  
 139    ; this means, "when doing damagefx of the same type, wait at least this many milliseconds
 140    ; between repeated fx." this is used to prevent overwhelming the system with fx when
 141    ; groups of things are attacking a single object. example: 8 rangers attacking a tank
 142    ; would produce a ton of particle effects if we did one for every ranger, every time they
 143    ; attack, but with this in place, we only do (at most) one every 500 msec.
 144    ThrottleTime = DEFAULT 100
 145    
 146    AmountForMajorFX  = DEFAULT           2.0
 147    MajorFX           = DEFAULT           FX_DamageSmallTankStruck
 148    MinorFX           = DEFAULT           None
 149  
 150  ; DEMO HACK  -- The minor effect should actually be a smaller version of the major effect.
 151    MajorFX           = SMALL_ARMS        FX_DamageSmallTankStruckSmallArms
 152    VeterancyMajorFX  = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms
 153    MinorFX           = SMALL_ARMS        FX_DamageSmallTankStruckSmallArms
 154    VeterancyMinorFX  = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms
 155  
 156    MajorFX           = COMANCHE_VULCAN         FX_DamageTankStruckSmallArms
 157    VeterancyMajorFX  = HEROIC COMANCHE_VULCAN  FX_HeroicDamageTankStruckSmallArms
 158    MinorFX           = COMANCHE_VULCAN         FX_DamageTankStruckSmallArms
 159    VeterancyMinorFX  = HEROIC COMANCHE_VULCAN  FX_HeroicDamageTankStruckSmallArms
 160  
 161    MajorFX           = KILL_PILOT          FX_DamageDisableVehicle
 162    VeterancyMajorFX  = HEROIC KILL_PILOT   FX_HeroicDamageDisableVehicle
 163    MinorFX           = KILL_PILOT          FX_DamageDisableVehicle
 164    VeterancyMinorFX  = HEROIC KILL_PILOT   FX_HeroicDamageDisableVehicle
 165  
 166    MajorFX           = SNIPER              FX_DamageTankStruckSmallArms
 167    VeterancyMajorFX  = HEROIC SNIPER       FX_HeroicDamageTankStruckSmallArms
 168    MinorFX           = SNIPER              FX_DamageTankStruckSmallArms
 169    VeterancyMinorFX  = HEROIC SNIPER       FX_HeroicDamageTankStruckSmallArms
 170  
 171    MajorFX           = GATTLING            FX_DamageTankStruckSmallArms
 172    VeterancyMajorFX  = HEROIC GATTLING     FX_HeroicDamageTankStruckSmallArms
 173    MinorFX           = GATTLING            FX_DamageTankStruckSmallArms
 174    VeterancyMinorFX  = HEROIC GATTLING     FX_HeroicDamageTankStruckSmallArms
 175  
 176  
 177    MajorFX           = FLAME             None
 178    MinorFX           = FLAME             None
 179  
 180    MajorFX           = PARTICLE_BEAM     None
 181    MinorFX           = PARTICLE_BEAM     None
 182  
 183    MajorFX           = HEALING           None
 184    MinorFX           = HEALING           None
 185  
 186    MajorFX           = RADIATION         None
 187    MinorFX           = RADIATION         None
 188  
 189    MajorFX           = POISON            None
 190    MinorFX           = POISON            None
 191  
 192  End
 193  
 194  ; ---------------------------------------
 195  DamageFX StructureDamageFX
 196  
 197    ; this means, "when doing damagefx of the same type, wait at least this many milliseconds
 198    ; between repeated fx." this is used to prevent overwhelming the system with fx when
 199    ; groups of things are attacking a single object. example: 8 rangers attacking a tank
 200    ; would produce a ton of particle effects if we did one for every ranger, every time they
 201    ; attack, but with this in place, we only do (at most) one every 500 msec.
 202    ThrottleTime = DEFAULT 300
 203  
 204    AmountForMajorFX  = DEFAULT           1.0
 205    MajorFX           = DEFAULT           FX_StructureDamaged
 206    MinorFX           = DEFAULT           FX_StructureDamaged
 207  
 208    MajorFX           = PARTICLE_BEAM     None
 209    MinorFX           = PARTICLE_BEAM     None
 210  
 211    MajorFX           = HEALING           None
 212    MinorFX           = HEALING           None
 213  
 214    MajorFX           = FLAME             None
 215    MinorFX           = FLAME             None
 216  
 217    MajorFX           = RADIATION         None
 218    MinorFX           = RADIATION         None
 219  
 220    MajorFX           = POISON            None
 221    MinorFX           = POISON            None
 222  End
 223  
 224  ; ---------------------------------------
 225  DamageFX StructureDamageFXNoShake
 226  
 227    ; this means, "when doing damagefx of the same type, wait at least this many milliseconds
 228    ; between repeated fx." this is used to prevent overwhelming the system with fx when
 229    ; groups of things are attacking a single object. example: 8 rangers attacking a tank
 230    ; would produce a ton of particle effects if we did one for every ranger, every time they
 231    ; attack, but with this in place, we only do (at most) one every 500 msec.
 232    ThrottleTime = DEFAULT 300
 233  
 234    AmountForMajorFX  = DEFAULT           1.0
 235    MajorFX           = DEFAULT           FX_StructureDamagedNoShake
 236    MinorFX           = DEFAULT           FX_StructureDamagedNoShake
 237  
 238    MajorFX           = PARTICLE_BEAM     None
 239    MinorFX           = PARTICLE_BEAM     None
 240  
 241    MajorFX           = HEALING           None
 242    MinorFX           = HEALING           None
 243  
 244    MajorFX           = PENALTY           None
 245    MinorFX           = PENALTY           None
 246  
 247    MajorFX           = FLAME             FX_StructureDamagedFlameNoShake
 248    MinorFX           = FLAME             FX_StructureDamagedFlameNoShake
 249    ;ThrottleTime = FLAME 300
 250    MajorFX           = RADIATION         None
 251    MinorFX           = RADIATION         None
 252  
 253    MajorFX           = POISON            None
 254    MinorFX           = POISON            None
 255  
 256  End
 257  
 258  ; ---------------------------------------
 259  DamageFX TruckDamageFX
 260  
 261    ; this means, "when doing damagefx of the same type, wait at least this many milliseconds
 262    ; between repeated fx." this is used to prevent overwhelming the system with fx when
 263    ; groups of things are attacking a single object. example: 8 rangers attacking a tank
 264    ; would produce a ton of particle effects if we did one for every ranger, every time they
 265    ; attack, but with this in place, we only do (at most) one every 500 msec.
 266    ThrottleTime = DEFAULT 100
 267  
 268  
 269    MajorFX           = DEFAULT           FX_DamageTankStruck
 270    VeterancyMajorFX  = HEROIC DEFAULT    FX_HeroicDamageTankStruck
 271    MinorFX           = DEFAULT           FX_DamageTankStruck
 272    VeterancyMinorFX  = HEROIC DEFAULT    FX_HeroicDamageTankStruck
 273  
 274    MajorFX           = SMALL_ARMS        FX_DamageSmallTankStruckSmallArms
 275    VeterancyMajorFX  = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms
 276    MinorFX           = SMALL_ARMS        FX_DamageSmallTankStruckSmallArms
 277    VeterancyMinorFX  = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms
 278  
 279    MajorFX           = COMANCHE_VULCAN         FX_DamageTankStruckSmallArms
 280    VeterancyMajorFX  = HEROIC COMANCHE_VULCAN  FX_HeroicDamageTankStruckSmallArms
 281    MinorFX           = COMANCHE_VULCAN         FX_DamageTankStruckSmallArms
 282    VeterancyMinorFX  = HEROIC COMANCHE_VULCAN  FX_HeroicDamageTankStruckSmallArms
 283  
 284    MajorFX           = KILL_PILOT          FX_DamageDisableVehicle
 285    VeterancyMajorFX  = HEROIC KILL_PILOT   FX_HeroicDamageDisableVehicle
 286    MinorFX           = KILL_PILOT          FX_DamageDisableVehicle
 287    VeterancyMinorFX  = HEROIC KILL_PILOT   FX_HeroicDamageDisableVehicle
 288  
 289    MajorFX           = SNIPER              FX_DamageTankStruckSmallArms
 290    VeterancyMajorFX  = HEROIC SNIPER       FX_HeroicDamageTankStruckSmallArms
 291    MinorFX           = SNIPER              FX_DamageTankStruckSmallArms
 292    VeterancyMinorFX  = HEROIC SNIPER       FX_HeroicDamageTankStruckSmallArms
 293  
 294    MajorFX           = GATTLING            FX_DamageTankStruckSmallArms
 295    VeterancyMajorFX  = HEROIC GATTLING     FX_HeroicDamageTankStruckSmallArms
 296    MinorFX           = GATTLING            FX_DamageTankStruckSmallArms
 297    VeterancyMinorFX  = HEROIC GATTLING     FX_HeroicDamageTankStruckSmallArms
 298  
 299  
 300    MajorFX           = ARMOR_PIERCING    FX_DamageMajorArmorPiercing
 301    MinorFX           = ARMOR_PIERCING    FX_DamageMinorArmorPiercing
 302  
 303    MajorFX           = HEALING           None
 304    MinorFX           = HEALING           None
 305  
 306    MajorFX           = PARTICLE_BEAM     None
 307    MinorFX           = PARTICLE_BEAM     None
 308  
 309    MajorFX           = FLAME             None
 310    MinorFX           = FLAME             None
 311  
 312    MajorFX           = RADIATION         None
 313    MinorFX           = RADIATION         None
 314  
 315    MajorFX           = POISON            None
 316    MinorFX           = POISON            None
 317  
 318  End
 319  
 320  ; ---------------------------------------
 321  DamageFX LimoDamageFX
 322  
 323    ; this means, "when doing damagefx of the same type, wait at least this many milliseconds
 324    ; between repeated fx." this is used to prevent overwhelming the system with fx when
 325    ; groups of things are attacking a single object. example: 8 rangers attacking a tank
 326    ; would produce a ton of particle effects if we did one for every ranger, every time they
 327    ; attack, but with this in place, we only do (at most) one every 500 msec.
 328    ThrottleTime = DEFAULT 300
 329  
 330    MajorFX           = GATTLING            FX_DamageTankStruckSmallArms
 331    VeterancyMajorFX  = HEROIC GATTLING     FX_HeroicDamageTankStruckSmallArms
 332    MinorFX           = GATTLING            FX_DamageTankStruckSmallArms
 333    VeterancyMinorFX  = HEROIC GATTLING     FX_HeroicDamageTankStruckSmallArms
 334  
 335    AmountForMajorFX  = DEFAULT           1.0
 336    MajorFX           = DEFAULT           FX_DamageTankStruck
 337    MinorFX           = DEFAULT           None
 338  
 339    MajorFX           = PARTICLE_BEAM     None
 340    MinorFX           = PARTICLE_BEAM     None
 341  
 342    MajorFX           = SMALL_ARMS        FX_DamageTankStruckSmallArms
 343    MinorFX           = SMALL_ARMS        None
 344  
 345    MajorFX           = FLAME             None
 346    MinorFX           = FLAME             None
 347  
 348    MajorFX           = HEALING           None
 349    MinorFX           = HEALING           None
 350  
 351    MajorFX           = RADIATION         None
 352    MinorFX           = RADIATION         None
 353  
 354    MajorFX           = POISON            None
 355    MinorFX           = POISON            None
 356  
 357  End
 358  
 359  ; ---------------------------------------
 360  DamageFX InfantryDamageFX
 361  
 362    ; this means, "when doing damagefx of the same type, wait at least this many milliseconds
 363    ; between repeated fx." this is used to prevent overwhelming the system with fx when
 364    ; groups of things are attacking a single object. example: 8 rangers attacking a tank
 365    ; would produce a ton of particle effects if we did one for every ranger, every time they
 366    ; attack, but with this in place, we only do (at most) one every 500 msec.
 367    ThrottleTime = DEFAULT 100
 368    
 369    AmountForMajorFX  = DEFAULT           2.0
 370    MajorFX           = DEFAULT           FX_DamageInfantryStruck
 371    VeterancyMajorFX  = HEROIC DEFAULT    FX_DamageInfantryStruck
 372    MinorFX           = DEFAULT           FX_DamageInfantryStruck
 373    VeterancyMinorFX  = HEROIC DEFAULT    FX_DamageInfantryStruck
 374  
 375    MajorFX           = SMALL_ARMS        FX_DamageInfantryStruckSmallArms
 376    VeterancyMajorFX  = HEROIC SMALL_ARMS FX_HeroicDamageInfantryStruckSmallArms
 377    MinorFX           = SMALL_ARMS        FX_DamageInfantryStruckSmallArms
 378    VeterancyMinorFX  = HEROIC SMALL_ARMS FX_HeroicDamageInfantryStruckSmallArms
 379  
 380    MajorFX           = COMANCHE_VULCAN         FX_DamageInfantryStruckSmallArms
 381    VeterancyMajorFX  = HEROIC COMANCHE_VULCAN  FX_HeroicDamageInfantryStruckSmallArms
 382    MinorFX           = COMANCHE_VULCAN         FX_DamageInfantryStruckSmallArms
 383    VeterancyMinorFX  = HEROIC COMANCHE_VULCAN  FX_HeroicDamageInfantryStruckSmallArms
 384    
 385    MajorFX           = FLESHY_SNIPER             NONE ; FX_DamageInfantryStruckSmallArms
 386    VeterancyMajorFX  = HEROIC FLESHY_SNIPER      NONE ; FX_HeroicDamageInfantryStruckSmallArms
 387    MinorFX           = FLESHY_SNIPER             NONE ; FX_DamageInfantryStruckSmallArms
 388    VeterancyMinorFX  = HEROIC FLESHY_SNIPER      NONE ; FX_HeroicDamageInfantryStruckSmallArms
 389  
 390  ;  MajorFX           = GATTLING                FX_DamageInfantryStruckSmallArms
 391  ;  VeterancyMajorFX  = HEROIC GATTLING         FX_HeroicDamageInfantryStruckSmallArms
 392  ;  MinorFX           = GATTLING                FX_DamageInfantryStruckSmallArms
 393  ;  VeterancyMinorFX  = HEROIC GATTLING         FX_HeroicDamageInfantryStruckSmallArms
 394  
 395    MajorFX           = SNIPER             None
 396    MinorFX           = SNIPER             None
 397  
 398    MajorFX           = FLAME             None
 399    MinorFX           = FLAME             None
 400  
 401    MajorFX           = PARTICLE_BEAM     None
 402    MinorFX           = PARTICLE_BEAM     None
 403  
 404    MajorFX           = HEALING           None
 405    MinorFX           = HEALING           None
 406  
 407    MajorFX           = RADIATION         None
 408    MinorFX           = RADIATION         None
 409  
 410    MajorFX           = POISON            None
 411    MinorFX           = POISON            None
 412  
 413    MajorFX           = WATER             None
 414    MinorFX           = WATER             None
 415  
 416    MajorFX           = POISON            None
 417    MinorFX           = POISON            None
 418  
 419    MajorFX           = MELEE             None
 420    MinorFX           = MELEE             None
 421    
 422    MajorFX           = UNRESISTABLE      None
 423    MinorFX           = UNRESISTABLE      None
 424  
 425  End
 426  
 427  
 428  ; ---------------------------------------
 429  ; for structures that really, really, really don't want damagefx (eg, IndestructibleThing)
 430  DamageFX EmptyDamageFX
 431  
 432    AmountForMajorFX  = DEFAULT           1.0
 433    MajorFX           = DEFAULT           None
 434    MinorFX           = DEFAULT           None
 435  
 436  End


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