;////////////////////////////////////////////////////////////////////////////// ;FILE: DamageFX.ini (SYSTEM) //////////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ;Just so you know the choices available, here is part of Damage.h ;{ ; "EXPLOSION", ; "CRUSH", ; "ARMOR_PIERCING", ; "SMALL_ARMS", ; "GATTLING", ; "RADIATION", ; "FLAME", ; "LASER", ; "SNIPER", ; "POISON", ; "HEALING", ; "UNRESISTABLE", ; "WATER", ; "DEPLOY", ; "SURRENDER", ; "HACK", ; "KILL_PILOT", ; "PENALTY", ; "FALLING", ; "MELEE", ; "DISARM", ; "HAZARD_CLEANUP", ; "INFANTRY_MISSILE", ;Used by Rocket troopers. ; "AURORA_BOMB", ;Used by the Aurora ; "LAND_MINE", ;used by land mines ; "JET_MISSILES", ;used by jets ; "STEALTHJET_MISSILES", ;used by the StealthJet ; "MOLOTOV_COCKTAIL", ;used by angry mob molotov cocktails ; "COMANCHE_VULCAN", ;used by Comanche 20mm ;}; ; --------------------------------------- DamageFX DefaultDamageFX ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 500 msec. ThrottleTime = DEFAULT 300 AmountForMajorFX = ARMOR_PIERCING 50.0 MajorFX = ARMOR_PIERCING FX_DamageMajorArmorPiercing MinorFX = ARMOR_PIERCING FX_DamageMinorArmorPiercing MajorFX = HEALING None MinorFX = HEALING None End ; --------------------------------------- DamageFX CrushableCarDamageFX ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 500 msec. ThrottleTime = DEFAULT 300 AmountForMajorFX = CRUSH 1.0 MajorFX = CRUSH FX_CarOverlappedByCrusher MinorFX = CRUSH FX_CarOverlappedByCrusher MajorFX = HEALING None MinorFX = HEALING None End ; --------------------------------------- DamageFX TankDamageFX ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 500 msec. ThrottleTime = DEFAULT 100 AmountForMajorFX = DEFAULT 2.0 MajorFX = DEFAULT FX_DamageTankStruck VeterancyMajorFX = HEROIC DEFAULT FX_HeroicDamageTankStruck MinorFX = DEFAULT FX_DamageTankStruck VeterancyMinorFX = HEROIC DEFAULT FX_HeroicDamageTankStruck ; DEMO HACK -- The minor effect should actually be a smaller version of the major effect. MajorFX = SMALL_ARMS FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms MinorFX = SMALL_ARMS FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms MajorFX = COMANCHE_VULCAN FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageTankStruckSmallArms MinorFX = COMANCHE_VULCAN FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageTankStruckSmallArms MajorFX = KILL_PILOT FX_DamageDisableVehicle VeterancyMajorFX = HEROIC KILL_PILOT FX_HeroicDamageDisableVehicle MinorFX = KILL_PILOT FX_DamageDisableVehicle VeterancyMinorFX = HEROIC KILL_PILOT FX_HeroicDamageDisableVehicle MajorFX = SNIPER FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC SNIPER FX_HeroicDamageTankStruckSmallArms MinorFX = SNIPER FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC SNIPER FX_HeroicDamageTankStruckSmallArms MajorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms MinorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms MajorFX = FLAME None MinorFX = FLAME None MajorFX = PARTICLE_BEAM None MinorFX = PARTICLE_BEAM None MajorFX = HEALING None MinorFX = HEALING None MajorFX = RADIATION None MinorFX = RADIATION None MajorFX = POISON None MinorFX = POISON None End ; --------------------------------------- DamageFX SmallTankDamageFX ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 500 msec. ThrottleTime = DEFAULT 100 AmountForMajorFX = DEFAULT 2.0 MajorFX = DEFAULT FX_DamageSmallTankStruck MinorFX = DEFAULT None ; DEMO HACK -- The minor effect should actually be a smaller version of the major effect. MajorFX = SMALL_ARMS FX_DamageSmallTankStruckSmallArms VeterancyMajorFX = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms MinorFX = SMALL_ARMS FX_DamageSmallTankStruckSmallArms VeterancyMinorFX = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms MajorFX = COMANCHE_VULCAN FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageTankStruckSmallArms MinorFX = COMANCHE_VULCAN FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageTankStruckSmallArms MajorFX = KILL_PILOT FX_DamageDisableVehicle VeterancyMajorFX = HEROIC KILL_PILOT FX_HeroicDamageDisableVehicle MinorFX = KILL_PILOT FX_DamageDisableVehicle VeterancyMinorFX = HEROIC KILL_PILOT FX_HeroicDamageDisableVehicle MajorFX = SNIPER FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC SNIPER FX_HeroicDamageTankStruckSmallArms MinorFX = SNIPER FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC SNIPER FX_HeroicDamageTankStruckSmallArms MajorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms MinorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms MajorFX = FLAME None MinorFX = FLAME None MajorFX = PARTICLE_BEAM None MinorFX = PARTICLE_BEAM None MajorFX = HEALING None MinorFX = HEALING None MajorFX = RADIATION None MinorFX = RADIATION None MajorFX = POISON None MinorFX = POISON None End ; --------------------------------------- DamageFX StructureDamageFX ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 500 msec. ThrottleTime = DEFAULT 300 AmountForMajorFX = DEFAULT 1.0 MajorFX = DEFAULT FX_StructureDamaged MinorFX = DEFAULT FX_StructureDamaged MajorFX = PARTICLE_BEAM None MinorFX = PARTICLE_BEAM None MajorFX = HEALING None MinorFX = HEALING None MajorFX = FLAME None MinorFX = FLAME None MajorFX = RADIATION None MinorFX = RADIATION None MajorFX = POISON None MinorFX = POISON None End ; --------------------------------------- DamageFX StructureDamageFXNoShake ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 500 msec. ThrottleTime = DEFAULT 300 AmountForMajorFX = DEFAULT 1.0 MajorFX = DEFAULT FX_StructureDamagedNoShake MinorFX = DEFAULT FX_StructureDamagedNoShake MajorFX = PARTICLE_BEAM None MinorFX = PARTICLE_BEAM None MajorFX = HEALING None MinorFX = HEALING None MajorFX = PENALTY None MinorFX = PENALTY None MajorFX = FLAME FX_StructureDamagedFlameNoShake MinorFX = FLAME FX_StructureDamagedFlameNoShake ;ThrottleTime = FLAME 300 MajorFX = RADIATION None MinorFX = RADIATION None MajorFX = POISON None MinorFX = POISON None End ; --------------------------------------- DamageFX TruckDamageFX ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 500 msec. ThrottleTime = DEFAULT 100 MajorFX = DEFAULT FX_DamageTankStruck VeterancyMajorFX = HEROIC DEFAULT FX_HeroicDamageTankStruck MinorFX = DEFAULT FX_DamageTankStruck VeterancyMinorFX = HEROIC DEFAULT FX_HeroicDamageTankStruck MajorFX = SMALL_ARMS FX_DamageSmallTankStruckSmallArms VeterancyMajorFX = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms MinorFX = SMALL_ARMS FX_DamageSmallTankStruckSmallArms VeterancyMinorFX = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms MajorFX = COMANCHE_VULCAN FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageTankStruckSmallArms MinorFX = COMANCHE_VULCAN FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageTankStruckSmallArms MajorFX = KILL_PILOT FX_DamageDisableVehicle VeterancyMajorFX = HEROIC KILL_PILOT FX_HeroicDamageDisableVehicle MinorFX = KILL_PILOT FX_DamageDisableVehicle VeterancyMinorFX = HEROIC KILL_PILOT FX_HeroicDamageDisableVehicle MajorFX = SNIPER FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC SNIPER FX_HeroicDamageTankStruckSmallArms MinorFX = SNIPER FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC SNIPER FX_HeroicDamageTankStruckSmallArms MajorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms MinorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms MajorFX = ARMOR_PIERCING FX_DamageMajorArmorPiercing MinorFX = ARMOR_PIERCING FX_DamageMinorArmorPiercing MajorFX = HEALING None MinorFX = HEALING None MajorFX = PARTICLE_BEAM None MinorFX = PARTICLE_BEAM None MajorFX = FLAME None MinorFX = FLAME None MajorFX = RADIATION None MinorFX = RADIATION None MajorFX = POISON None MinorFX = POISON None End ; --------------------------------------- DamageFX LimoDamageFX ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 500 msec. ThrottleTime = DEFAULT 300 MajorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms MinorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms AmountForMajorFX = DEFAULT 1.0 MajorFX = DEFAULT FX_DamageTankStruck MinorFX = DEFAULT None MajorFX = PARTICLE_BEAM None MinorFX = PARTICLE_BEAM None MajorFX = SMALL_ARMS FX_DamageTankStruckSmallArms MinorFX = SMALL_ARMS None MajorFX = FLAME None MinorFX = FLAME None MajorFX = HEALING None MinorFX = HEALING None MajorFX = RADIATION None MinorFX = RADIATION None MajorFX = POISON None MinorFX = POISON None End ; --------------------------------------- DamageFX InfantryDamageFX ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 500 msec. ThrottleTime = DEFAULT 100 AmountForMajorFX = DEFAULT 2.0 MajorFX = DEFAULT FX_DamageInfantryStruck VeterancyMajorFX = HEROIC DEFAULT FX_DamageInfantryStruck MinorFX = DEFAULT FX_DamageInfantryStruck VeterancyMinorFX = HEROIC DEFAULT FX_DamageInfantryStruck MajorFX = SMALL_ARMS FX_DamageInfantryStruckSmallArms VeterancyMajorFX = HEROIC SMALL_ARMS FX_HeroicDamageInfantryStruckSmallArms MinorFX = SMALL_ARMS FX_DamageInfantryStruckSmallArms VeterancyMinorFX = HEROIC SMALL_ARMS FX_HeroicDamageInfantryStruckSmallArms MajorFX = COMANCHE_VULCAN FX_DamageInfantryStruckSmallArms VeterancyMajorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageInfantryStruckSmallArms MinorFX = COMANCHE_VULCAN FX_DamageInfantryStruckSmallArms VeterancyMinorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageInfantryStruckSmallArms MajorFX = FLESHY_SNIPER NONE ; FX_DamageInfantryStruckSmallArms VeterancyMajorFX = HEROIC FLESHY_SNIPER NONE ; FX_HeroicDamageInfantryStruckSmallArms MinorFX = FLESHY_SNIPER NONE ; FX_DamageInfantryStruckSmallArms VeterancyMinorFX = HEROIC FLESHY_SNIPER NONE ; FX_HeroicDamageInfantryStruckSmallArms ; MajorFX = GATTLING FX_DamageInfantryStruckSmallArms ; VeterancyMajorFX = HEROIC GATTLING FX_HeroicDamageInfantryStruckSmallArms ; MinorFX = GATTLING FX_DamageInfantryStruckSmallArms ; VeterancyMinorFX = HEROIC GATTLING FX_HeroicDamageInfantryStruckSmallArms MajorFX = SNIPER None MinorFX = SNIPER None MajorFX = FLAME None MinorFX = FLAME None MajorFX = PARTICLE_BEAM None MinorFX = PARTICLE_BEAM None MajorFX = HEALING None MinorFX = HEALING None MajorFX = RADIATION None MinorFX = RADIATION None MajorFX = POISON None MinorFX = POISON None MajorFX = WATER None MinorFX = WATER None MajorFX = POISON None MinorFX = POISON None MajorFX = MELEE None MinorFX = MELEE None MajorFX = UNRESISTABLE None MinorFX = UNRESISTABLE None End ; --------------------------------------- ; for structures that really, really, really don't want damagefx (eg, IndestructibleThing) DamageFX EmptyDamageFX AmountForMajorFX = DEFAULT 1.0 MajorFX = DEFAULT None MinorFX = DEFAULT None End