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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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