[ Index ] WAROFGENERALS

PHP Cross Reference of WAROFGENERALS MODS SOURCES

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/Command and conquer Generals/Call to arms/Data/INI/ -> FXList.ini (source)

   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ;FILE: FXList.ini (SYSTEM) ////////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  ; ----------------------------------------------
   6  
   7  FXList WeaponFX_ToxinShellWeapon
   8    ParticleSystem
   9      Name = ToxicShellExplosion
  10    End
  11  End
  12  
  13  ; ----------------------------------------------
  14  FXList FX_CarOverlappedByCrusher
  15    Sound
  16      Name = CarMount
  17    End
  18  End
  19  
  20  ; ----------------------------------------------
  21  FXList FX_GIDie
  22  ; yes, an empty FXList. Why? Not sure.
  23  End
  24  
  25  ; ----------------------------------------------
  26  FXList FX_GIDieCrushed
  27    Sound
  28      Name = InfantryCrush
  29    End
  30  End
  31   
  32  ; ----------------------------------------------
  33  FXList FX_DamageMinorArmorPiercing
  34  ; yes, an empty FXList. Why? Not sure.
  35  End
  36  
  37  ; ----------------------------------------------
  38  FXList FX_DamageMajorArmorPiercing
  39  ; yes, an empty FXList. Why? Not sure.
  40  End
  41  
  42  ; ----------------------------------------------
  43  FXList FX_DamageTankStruck
  44    ParticleSystem 
  45      Name = TankStruckSmoke
  46      Height = 10 10 CONSTANT
  47      OrientToObject = Yes     
  48      Ricochet = Yes 
  49    End
  50    ParticleSystem 
  51      Name = TankStruckDebris
  52      Height = 10 10 CONSTANT
  53      OrientToObject = Yes     
  54      Ricochet = Yes
  55    End
  56    ParticleSystem 
  57      Name = TankStruckSparks
  58      Height = 10 10 CONSTANT
  59    End
  60    ParticleSystem 
  61      Name = TankStruckLenzflare
  62      Height = 10 10 CONSTANT
  63    End
  64    LightPulse 
  65      Color = R:255 G:255 B:128 
  66      Radius = 30 
  67      IncreaseTime = 0 
  68      DecreaseTime = 500
  69    End
  70    Sound
  71      Name = VehicleImpactHeavy
  72    End
  73  End
  74  
  75  ; ----------------------------------------------
  76  FXList FX_HeroicDamageTankStruck
  77    ParticleSystem 
  78      Name = TankStruckSmoke
  79      Height = 10 10 CONSTANT
  80      OrientToObject = Yes     
  81      Ricochet = Yes 
  82    End
  83    ParticleSystem 
  84      Name = TankStruckDebris
  85      Height = 10 10 CONSTANT
  86      OrientToObject = Yes     
  87      Ricochet = Yes
  88    End
  89    ParticleSystem 
  90      Name = TankStruckSparks
  91      Height = 10 10 CONSTANT
  92    End
  93    ParticleSystem 
  94      Name = HeroicTankStruckLenzflare
  95      Height = 10 10 CONSTANT
  96    End
  97    LightPulse 
  98      Color = R:255 G:255 B:128 
  99      Radius = 30 
 100      IncreaseTime = 0 
 101      DecreaseTime = 500
 102    End
 103    Sound
 104      Name = VehicleImpactHeavy
 105    End
 106  End
 107  
 108  ; ----------------------------------------------
 109  FXList FX_DamageSmallTankStruck
 110    ParticleSystem 
 111      Name = SmallTankStruckSmoke
 112  
 113      Height = 0 0 CONSTANT
 114    End
 115    ParticleSystem 
 116      Name = SmallTankStruckSparks
 117      Height = 0 0 CONSTANT
 118    End
 119    LightPulse 
 120      Color = R:255 G:255 B:128 
 121      Radius = 15 
 122      IncreaseTime = 0 
 123      DecreaseTime = 500
 124    End
 125    Sound
 126      Name = VehicleImpactLight
 127    End
 128  End
 129  
 130  ; ----------------------------------------------
 131  FXList FX_DamageTankStruckSmallArms
 132    ParticleSystem 
 133      Name = TankStruckSparks
 134      Height = 10 10 CONSTANT
 135    End
 136    ParticleSystem 
 137      Name = TankStruckSmallArmsSmoke
 138      Height = 10 10 CONSTANT
 139      OrientToObject = Yes     
 140      Ricochet = Yes
 141    End
 142    LightPulse 
 143      Color = R:255 G:255 B:128 
 144      Radius = 15 
 145      IncreaseTime = 0 
 146      DecreaseTime = 500
 147    End
 148    Sound
 149      Name = VehicleImpactLight
 150    End
 151  End
 152  
 153  ; ----------------------------------------------
 154  FXList FX_DamageDisableVehicle
 155    ParticleSystem 
 156      Name = TankStruckSparks
 157      Height = 10 10 CONSTANT
 158    End
 159    ParticleSystem 
 160      Name = TankStruckSmallArmsSmoke
 161      Height = 10 10 CONSTANT
 162      OrientToObject = Yes     
 163      Ricochet = Yes
 164    End
 165    LightPulse 
 166      Color = R:255 G:255 B:128 
 167      Radius = 15 
 168      IncreaseTime = 0 
 169      DecreaseTime = 500
 170    End
 171    Sound
 172      Name = VehicleImpactLight
 173    End
 174    Sound
 175      Name = BuildingDisabled
 176    End
 177  End
 178  
 179  ; ----------------------------------------------
 180  FXList FX_HeroicDamageDisableVehicle
 181    ParticleSystem 
 182      Name = TankStruckSparks
 183      Height = 10 10 CONSTANT
 184    End
 185    ParticleSystem 
 186      Name = TankStruckSmallArmsSmoke
 187      Height = 10 10 CONSTANT
 188      OrientToObject = Yes     
 189      Ricochet = Yes
 190    End
 191    LightPulse 
 192      Color = R:255 G:255 B:128 
 193      Radius = 15 
 194      IncreaseTime = 0 
 195      DecreaseTime = 500
 196    End
 197    Sound
 198      Name = VehicleImpactLight
 199    End
 200    Sound
 201      Name = BuildingDisabled
 202    End
 203  End
 204  
 205  
 206  ; ----------------------------------------------
 207  FXList FX_DamageSmallTankStruckSmallArms
 208    ParticleSystem 
 209      Name = SmallTankStruckSparks
 210      Height = 0 0 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:128 G:128 B:128 
 220      Radius = 15 
 221      IncreaseTime = 0 
 222      DecreaseTime = 100
 223    End
 224    Sound
 225      Name = VehicleImpactLight
 226    End
 227  End
 228  
 229  ; ----------------------------------------------
 230  FXList FX_HeroicDamageTankStruckSmallArms
 231    ParticleSystem 
 232      Name = HeroicTankStruckSparks
 233      Offset = X:0.0 Y:0.0 Z:5.0
 234  ;   Height = 0 0 CONSTANT
 235    End
 236    ParticleSystem 
 237      Name = TankStruckSmallArmsSmoke
 238      Height = 10 10 CONSTANT
 239      OrientToObject = Yes     
 240      Ricochet = Yes
 241    End
 242    LightPulse 
 243      Color = R:255 G:0 B:0 
 244      Radius = 25 
 245      IncreaseTime = 0 
 246      DecreaseTime = 100
 247    End
 248    Sound
 249      Name = VehicleImpactLight
 250    End
 251  End
 252  
 253  ; ----------------------------------------------
 254  FXList FX_DamageInfantryStruck
 255    ParticleSystem
 256      Name = InfantryMortarDebris
 257    End
 258    ParticleSystem
 259      Name = InfantryMortarDust
 260    End
 261    Sound
 262  ;   Name = VehicleImpactLight
 263    End
 264  End
 265  
 266  ; ----------------------------------------------
 267  FXList FX_DamageInfantryStruckSmallArms
 268    ParticleSystem 
 269      Name = InfantryStruckSparks
 270      Height = 10 10 CONSTANT
 271    End
 272    ParticleSystem 
 273      Name = InfantryStruckSmallArmsSmoke
 274      Height = 10 10 CONSTANT
 275      OrientToObject = Yes     
 276      Ricochet = Yes
 277    End
 278    Sound
 279  ;   Name = VehicleImpactLight
 280    End
 281  End
 282  
 283  ; ----------------------------------------------
 284  FXList FX_HeroicDamageInfantryStruckSmallArms
 285    ParticleSystem 
 286      Name = HeroicInfantryStruckSparks
 287      Height = 10 10 CONSTANT
 288    End
 289    ParticleSystem 
 290      Name = InfantryStruckSmallArmsSmoke
 291      OrientToObject = Yes     
 292      Ricochet = Yes
 293    End
 294    ParticleSystem 
 295      Name = HeroicInfantryStruckFlare
 296    End
 297    Sound
 298  ;   Name = VehicleImpactLight
 299    End
 300  End
 301  
 302  ; ----------------------------------------------
 303  FXList FX_DamageTankStruckFlame
 304    ParticleSystem 
 305      Name = TankStruckFlame
 306      Height = 10 10 CONSTANT
 307    End
 308    LightPulse 
 309      Color = R:255 G:255 B:128 
 310      Radius = 15 
 311      IncreaseTime = 0 
 312      DecreaseTime = 500
 313    End
 314  End
 315  
 316  ; ----------------------------------------------
 317  FXList FX_TechnicalGunnerHitsGround
 318    ParticleSystem 
 319      Name = TreeBounceDust
 320    End
 321    Sound
 322      Name = TechnicalBodyfall
 323    End
 324  End
 325  
 326  ; ----------------------------------------------
 327  ; weapon fx for firing the gun (but not the shells landing)
 328  FXList WeaponFX_BattleshipBogusGun
 329  ; This is where the battleship shake needs to be set
 330    ViewShake 
 331      Type = SEVERE
 332    End
 333    ParticleSystem 
 334      Name = BattleshipMuzzleFlashFlame
 335      OrientToObject = Yes
 336    End
 337    ParticleSystem 
 338      Name = BattleshipMuzzleFlashSmoke
 339      OrientToObject = Yes
 340    End
 341    ParticleSystem
 342      Name = BattleshipMuzzleFlashWave
 343      Offset = X:0.0 Y:0.0 Z:-20.0
 344      OrientToObject = Yes
 345    End
 346  End
 347  
 348  ; ----------------------------------------------
 349  ; weapon fx for a "shell" "landing" on the target
 350  ; @todo srj -- placeholder FX
 351  FXList WeaponFX_BattleshipTargetExplode
 352    ViewShake 
 353      Type = SUBTLE
 354    End
 355    TerrainScorch
 356      Type = RANDOM 
 357      Radius = 15
 358    End
 359    LightPulse 
 360      Color = R:255 G:128 B:51 
 361      Radius = 30 
 362      IncreaseTime = 0 
 363      DecreaseTime = 2333
 364    End
 365    ParticleSystem
 366      Name = MortarDebris
 367    End
 368    ParticleSystem
 369      Name = MortarDust
 370    End
 371    Sound 
 372      Name = ExplosionBattleshipTarget
 373    End
 374  End
 375  
 376  ; ----------------------------------------------
 377  FXList WeaponFX_NeutronMissile
 378    Sound
 379      Name = NeutronMissileRelease
 380    End
 381  
 382    ParticleSystem
 383      Name = NeutronIgnitionCloud
 384      Offset = X:-20.0 Y:0.0 Z:3.0
 385    End
 386  End
 387  
 388  ; ----------------------------------------------
 389  FXList FX_ScudLauncherIgnition
 390    ParticleSystem
 391      Name = ScudStormIgnitionCloud
 392      Offset = X:-20.0 Y:0.0 Z:3.0
 393      OrientToObject = Yes
 394    End
 395  End
 396  
 397  ; ----------------------------------------------
 398  FXList WeaponFX_ScudStormMissile
 399    Sound
 400      Name = NeutronMissileRelease
 401    End
 402  End
 403  
 404  ; ----------------------------------------------
 405  FXList FX_ScudStormIgnition
 406    Sound
 407      Name = NeutronMissileRelease
 408    End
 409    
 410    ParticleSystem
 411      Name = ScudStormIgnitionCloud
 412      Offset = X:0.0 Y:0.0 Z:3.0
 413    End
 414  End
 415  
 416  ; ----------------------------------------------
 417  FXList FX_TomahawkIgnition
 418    Sound
 419  ;    Name = NeutronMissileRelease
 420    End
 421    
 422    ParticleSystem
 423      Name = ScudStormIgnitionCloud
 424      Offset = X:0.0 Y:0.0 Z:3.0
 425      OrientToObject = Yes
 426    End
 427  End
 428  
 429  ; ----------------------------------------------
 430  FXList ScudStormMissileDetonation
 431    ViewShake 
 432      Type = SEVERE
 433    End
 434  
 435    Sound
 436      Name = ExplosionScudExplosive
 437    End
 438  
 439    LightPulse 
 440      Color = R:55 G:255 B:55
 441      Radius = 15
 442      IncreaseTime = 0 
 443      DecreaseTime = 2000
 444    End
 445  
 446    ParticleSystem
 447      Name = ScudMissleExplosionArms
 448      Offset = X:0.0 Y:0.0 Z:2.0
 449    End
 450  
 451    ParticleSystem
 452      Name = ScudMissleLenzFlare
 453      Offset = X:0.0 Y:0.0 Z:1.0
 454    End
 455  
 456    ParticleSystem
 457      Name = ScudMissleExplosionTrailArms
 458      InitialDelay = 100 100 UNIFORM   ;In milliseconds
 459      Offset = X:0.0 Y:0.0 Z:25.0
 460    End
 461  
 462  End
 463  
 464  ; ----------------------------------------------
 465  FXList ScudStormMissileDetonationUpgraded
 466    ViewShake 
 467      Type = SEVERE
 468    End
 469  
 470    Sound
 471      Name = ExplosionScudExplosive
 472    End
 473  
 474    LightPulse 
 475      Color = R:55 G:55 B:255
 476      Radius = 15
 477      IncreaseTime = 0 
 478      DecreaseTime = 2000
 479    End
 480  
 481    ParticleSystem
 482      Name = ScudMissleExplosionArmsAnthrax
 483      Offset = X:0.0 Y:0.0 Z:2.0
 484    End
 485  
 486    ParticleSystem
 487      Name = ScudMissleLenzFlareAnthrax
 488      Offset = X:0.0 Y:0.0 Z:1.0
 489    End
 490  
 491    ParticleSystem
 492      Name = ScudMissleExplosionTrailArmsAnthrax
 493      InitialDelay = 100 100 UNIFORM   ;In milliseconds
 494      Offset = X:0.0 Y:0.0 Z:25.0
 495    End
 496  
 497  End
 498  
 499  ; ----------------------------------------------
 500  FXList WeaponFX_NapalmMissile
 501    Sound
 502      Name = FireStormMissileWeapon
 503    End
 504  End
 505  
 506  ; ----------------------------------------------
 507  FXList WeaponFX_DragonTankFlameWeapon
 508    LightPulse 
 509      Color = R:255 G:255 B:128 
 510      Radius = 15 
 511      IncreaseTime = 0 
 512      DecreaseTime = 500
 513    End
 514  End
 515  
 516  ; ----------------------------------------------
 517  FXList WeaponFX_DragonTankFlameWeaponUpgraded
 518    LightPulse 
 519      Color = R:255 G:255 B:128 
 520      Radius = 15 
 521      IncreaseTime = 0 
 522      DecreaseTime = 500
 523    End
 524  End
 525  
 526  ; ----------------------------------------------
 527  FXList WeaponFX_ToxinTruckFlameWeapon
 528    LightPulse 
 529      Color = R:64 G:255 B:64
 530      Radius = 15 
 531      IncreaseTime = 0 
 532      DecreaseTime = 500
 533    End
 534  End
 535  
 536  ; ----------------------------------------------
 537  FXList WeaponFX_ToxinTruckFlameWeaponUpgraded
 538    LightPulse 
 539      Color = R:64 G:64 B:255
 540      Radius = 15 
 541      IncreaseTime = 0 
 542      DecreaseTime = 500
 543    End
 544  End
 545  
 546  ; ----------------------------------------------
 547  FXList WeaponFX_CleanupFireWeapon
 548    LightPulse 
 549      Color = R:64 G:128 B:255
 550      Radius = 15 
 551      IncreaseTime = 0 
 552      DecreaseTime = 500
 553    End
 554  End
 555  
 556  ; ----------------------------------------------
 557  FXList WeaponFX_GenericTankShellDetonation
 558    Sound
 559      Name = ExplosionRocketBuggyMissile
 560    End
 561    ParticleSystem
 562      Name = BuggyMissileExplosion
 563      UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
 564    End
 565    ParticleSystem
 566      Name = BuggyMissileExplosionSmoke
 567    End
 568  End
 569  
 570  
 571  ; ----------------------------------------------
 572  FXList WeaponFX_InfernoTankShellDetonation
 573    Sound
 574      Name = ExplosionFire
 575    End
 576    ParticleSystem
 577      Name = BuggyMissileExplosion
 578      UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
 579    End
 580    ParticleSystem
 581      Name = BuggyMissileExplosionSmoke
 582    End
 583  End
 584  
 585  ; ----------------------------------------------
 586  FXList WeaponFX_GenericTankGunNoTracer
 587    ViewShake 
 588      Type = NORMAL
 589    End
 590    LightPulse 
 591      Color = R:255 G:255 B:128 
 592      Radius = 15 
 593      IncreaseTime = 0 
 594      DecreaseTime = 500
 595    End
 596    ParticleSystem 
 597      Name = TankMuzzleFlashSmoke
 598      OrientToObject = Yes
 599    End
 600    ParticleSystem 
 601      Name = TankMuzzleFlashFlame
 602      OrientToObject = Yes
 603    End
 604    ParticleSystem 
 605      Name = TankMuzzleFlare
 606      OrientToObject = Yes
 607    End
 608    ParticleSystem 
 609      Name = TankMuzzleWave
 610      OrientToObject = Yes
 611      CreateAtGroundHeight = Yes
 612    End
 613  End
 614  
 615  ; ----------------------------------------------
 616  FXList WeaponFX_HeroicGenericTankGunNoTracer
 617    ViewShake 
 618      Type = NORMAL
 619    End
 620    LightPulse 
 621      Color = R:128 G:0 B:0
 622      Radius = 15 
 623      IncreaseTime = 0 
 624      DecreaseTime = 500
 625    End
 626    ParticleSystem 
 627      Name = HeroicTankMuzzleFlashSmoke
 628      OrientToObject = Yes
 629    End
 630    ParticleSystem 
 631      Name = HeroicTankMuzzleFlashFlame
 632      OrientToObject = Yes
 633    End
 634    ParticleSystem 
 635      Name = HeroicTankMuzzleFlare
 636      OrientToObject = Yes
 637    End
 638    ParticleSystem 
 639      Name = TankMuzzleWave
 640      OrientToObject = Yes
 641      CreateAtGroundHeight = Yes
 642    End
 643  End
 644  
 645  
 646  ; ----------------------------------------------
 647  FXList WeaponFX_NukeCannonMuzzleFlash
 648    ViewShake 
 649      Type = NORMAL
 650    End
 651    LightPulse 
 652      Color = R:255 G:255 B:128 
 653      Radius = 15 
 654      IncreaseTime = 0 
 655      DecreaseTime = 500
 656    End
 657    ParticleSystem 
 658      Name = NukeCannonMuzzleFlashSmoke
 659      OrientToObject = Yes
 660    End
 661    ParticleSystem 
 662      Name = NukeCannonMuzzleFlashFlame
 663      OrientToObject = Yes
 664    End
 665    ParticleSystem 
 666      Name = NukeCannonMuzzleFlare
 667      OrientToObject = Yes
 668    End
 669    ParticleSystem 
 670      Name = NukeCannonMuzzleFlashRing
 671      OrientToObject = Yes
 672    End
 673    ParticleSystem 
 674      Name = NukeCannonMuzzleWave
 675      OrientToObject = Yes
 676      CreateAtGroundHeight = Yes
 677    End
 678  End
 679  
 680  
 681  ; ----------------------------------------------
 682  FXList WeaponFX_HeroicNukeCannonMuzzleFlash
 683    ViewShake 
 684      Type = NORMAL
 685    End
 686    LightPulse 
 687      Color = R:255 G:255 B:128 
 688      Radius = 15 
 689      IncreaseTime = 0 
 690      DecreaseTime = 500
 691    End
 692    ParticleSystem 
 693      Name = NukeCannonMuzzleFlashSmoke
 694      OrientToObject = Yes
 695    End
 696    ParticleSystem 
 697      Name = NukeCannonMuzzleFlashFlame
 698      OrientToObject = Yes
 699    End
 700    ParticleSystem 
 701      Name = HeroicNukeCannonMuzzleFlare
 702      OrientToObject = Yes
 703    End
 704    ParticleSystem 
 705      Name = HeroicNukeCannonMuzzleFlashRing
 706      OrientToObject = Yes
 707    End
 708    ParticleSystem 
 709      Name = NukeCannonMuzzleWave
 710      OrientToObject = Yes
 711      CreateAtGroundHeight = Yes
 712    End
 713  End
 714  
 715  
 716  ; ----------------------------------------------
 717  FXList WeaponFX_GenericTankGunNoTracerSmall
 718    ViewShake 
 719      Type = NORMAL
 720    End
 721    LightPulse 
 722      Color = R:255 G:255 B:128 
 723      Radius = 15 
 724      IncreaseTime = 0 
 725      DecreaseTime = 500
 726    End
 727    ParticleSystem 
 728      Name = TankSmallMuzzleFlashSmoke
 729      OrientToObject = Yes
 730    End
 731    ParticleSystem 
 732      Name = TankSmallMuzzleFlashFlame
 733      OrientToObject = Yes
 734    End
 735    ParticleSystem 
 736      Name = TankSmallMuzzleFlare
 737      OrientToObject = Yes
 738    End
 739  End
 740  
 741  ; ----------------------------------------------
 742  FXList WeaponFX_HeroicGenericTankGunNoTracerSmall
 743    ViewShake 
 744      Type = NORMAL
 745    End
 746    LightPulse 
 747      Color = R:255 G:255 B:128 
 748      Radius = 15 
 749      IncreaseTime = 0 
 750      DecreaseTime = 500
 751    End
 752    ParticleSystem 
 753      Name = TankSmallMuzzleFlashSmoke
 754      OrientToObject = Yes
 755    End
 756    ParticleSystem 
 757      Name = TankSmallMuzzleFlashFlame
 758      OrientToObject = Yes
 759    End
 760    ParticleSystem 
 761      Name = HeroicTankSmallMuzzleFlare
 762      OrientToObject = Yes
 763    End
 764  End
 765  
 766  ; ----------------------------------------------
 767  FXList WeaponFX_GenericTankGun
 768    ViewShake 
 769      Type = NORMAL
 770    End
 771    LightPulse 
 772      Color = R:255 G:255 B:128 
 773      Radius = 25
 774      IncreaseTime = 0 
 775      DecreaseTime = 500
 776    End
 777    Tracer
 778      DecayAt = 0.5
 779      Length = 20
 780      Width = 0.5
 781      Color = R:230 G:204 B:179
 782    End
 783    ParticleSystem 
 784      Name = TankMuzzleFlashSmoke
 785      OrientToObject = Yes
 786      RotateY = 90
 787    End
 788    ParticleSystem 
 789      Name = TankMuzzleFlashFlame
 790      OrientToObject = Yes
 791      RotateY = 90
 792    End
 793  End
 794  
 795  ; ----------------------------------------------
 796  FXList WeaponFX_GenericMachineGunFire
 797    LightPulse 
 798      Color = R:255 G:255 B:128 
 799      Radius = 10 
 800      IncreaseTime = 0 
 801      DecreaseTime = 200
 802    End
 803    ParticleSystem 
 804      Name = GattlingCannonLenzflare
 805      OrientToObject = Yes
 806      Offset = X:0.0 Y:0.0 Z:0.0
 807    End
 808    ParticleSystem 
 809      Name = FallingShells
 810      OrientToObject = Yes
 811      Offset = X:0.0 Y:0.0 Z:0.0
 812    End
 813    Tracer
 814      DecayAt = 1
 815      Length = 10
 816      Width = 0.3
 817      Color = R:255 G:255 B:255
 818      Speed = 600
 819      Probability = 0.5
 820    End
 821  End
 822  
 823  ; ----------------------------------------------
 824  FXList WeaponFX_GenericMachineGunFireWithRedTracers
 825    LightPulse 
 826      Color = R:128 G:0 B:0
 827      Radius = 25
 828      IncreaseTime = 0 
 829      DecreaseTime = 200
 830    End
 831    ParticleSystem 
 832      Name = HeroicGattlingCannonLenzflare
 833      OrientToObject = Yes
 834      Offset = X:0.0 Y:0.0 Z:0.0
 835    End
 836    ParticleSystem 
 837      Name = FallingShells
 838      OrientToObject = Yes
 839      Offset = X:0.0 Y:0.0 Z:0.0
 840    End
 841    Tracer
 842      DecayAt = 1
 843      Length = 10
 844      Width = 0.3
 845      Color = R:255 G:0 B:0
 846      Speed = 300
 847      Probability = 0.5
 848    End
 849  End
 850  
 851  ; ----------------------------------------------
 852  FXList WeaponFX_GattlingTankMachineGunFire
 853    LightPulse 
 854      Color = R:255 G:255 B:128 
 855      Radius = 10 
 856      IncreaseTime = 0 
 857      DecreaseTime = 100
 858    End
 859    ParticleSystem 
 860      Name = GattlingCannonLenzflare
 861      OrientToObject = Yes
 862      Offset = X:0.0 Y:0.0 Z:0.0
 863    End
 864    ParticleSystem 
 865      Name = FallingShellsGattling
 866      OrientToObject = Yes
 867      Offset = X:0.0 Y:0.0 Z:0.0
 868    End
 869    Tracer
 870      DecayAt = 1
 871      Length = 10
 872      Width = 0.3
 873      Color = R:255 G:255 B:255
 874      Speed = 1200
 875      Probability = 0.7
 876    End
 877  End
 878  
 879  ; ----------------------------------------------
 880  FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers
 881    LightPulse 
 882      Color = R:255 G:64 B:64 
 883      Radius = 25
 884      IncreaseTime = 0 
 885      DecreaseTime = 500
 886    End
 887    ParticleSystem 
 888      Name = HeroicGattlingCannonLenzflare
 889      OrientToObject = Yes
 890      Offset = X:0.0 Y:0.0 Z:0.0
 891    End
 892    ParticleSystem 
 893      Name = FallingShellsGattling
 894      OrientToObject = Yes
 895      Offset = X:0.0 Y:0.0 Z:0.0
 896    End
 897    Tracer
 898      DecayAt = 1
 899      Length = 10
 900      Width = 0.3
 901      Color = R:255 G:0 B:0
 902      Speed = 1200
 903      Probability = 0.7
 904    End
 905  End
 906  
 907  
 908  ; ----------------------------------------------
 909  FXList WeaponFX_GattlingCannonMachineGunFire
 910    LightPulse 
 911      Color = R:255 G:255 B:128 
 912      Radius = 10 
 913      IncreaseTime = 0 
 914      DecreaseTime = 100
 915    End
 916    ParticleSystem 
 917      Name = GattlingCannonLenzflare
 918      OrientToObject = Yes
 919      Offset = X:0.0 Y:0.0 Z:0.0
 920    End
 921    ParticleSystem 
 922      Name = FallingShellsGattlingTilted
 923      OrientToObject = Yes
 924      Offset = X:0.0 Y:0.0 Z:0.0
 925    End
 926    Tracer
 927      DecayAt = 1
 928      Length = 10
 929      Width = 0.3
 930      Color = R:255 G:255 B:255
 931      Speed = 1200
 932      Probability = 0.7
 933    End
 934  End
 935  
 936  ; ----------------------------------------------
 937  FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers
 938    LightPulse 
 939      Color = R:255 G:64 B:64 
 940      Radius = 25
 941      IncreaseTime = 0 
 942      DecreaseTime = 500
 943    End
 944    ParticleSystem 
 945      Name = HeroicGattlingCannonLenzflare
 946      OrientToObject = Yes
 947      Offset = X:0.0 Y:0.0 Z:0.0
 948    End
 949    ParticleSystem 
 950      Name = FallingShellsGattlingTilted
 951      OrientToObject = Yes
 952      Offset = X:0.0 Y:0.0 Z:0.0
 953    End
 954    Tracer
 955      DecayAt = 1
 956      Length = 10
 957      Width = 0.3
 958      Color = R:255 G:0 B:0
 959      Speed = 1200
 960      Probability = 0.7
 961    End
 962  End
 963  
 964  
 965  ; ----------------------------------------------
 966  FXList WeaponFX_RedguardMachineGunFire
 967    LightPulse 
 968      Color = R:255 G:255 B:128 
 969      Radius = 10 
 970      IncreaseTime = 0 
 971      DecreaseTime = 100
 972    End
 973    Tracer
 974      DecayAt = 1
 975      Length = 10
 976      Width = 0.3
 977      Color = R:230 G:204 B:179
 978      Speed = 300
 979      Probability = 0.5
 980    End
 981  End
 982  
 983  ; ----------------------------------------------
 984  FXList WeaponFX_HeroicRedguardMachineGunFire
 985    LightPulse 
 986      Color = R:255 G:255 B:128 
 987      Radius = 10 
 988      IncreaseTime = 0 
 989      DecreaseTime = 100
 990    End
 991    Tracer
 992      DecayAt = 1
 993      Length = 10
 994      Width = 0.3
 995      Color = R:255 G:0 B:0
 996      Speed = 300
 997      Probability = 0.5
 998    End
 999  End
1000  
1001  ; ----------------------------------------------
1002  FXList WeaponFX_RangerAdvancedCombatRifleFire
1003    LightPulse 
1004      Color = R:255 G:255 B:128 
1005      Radius = 20 
1006      IncreaseTime = 0 
1007      DecreaseTime = 300
1008    End
1009    Tracer
1010      DecayAt = 1
1011      Length = 10
1012      Width = 0.3
1013      Color = R:230 G:204 B:179
1014      Speed = 300
1015      Probability = 0.5
1016    End
1017  End
1018  
1019  ; ----------------------------------------------
1020  FXList WeaponFX_HeroicRangerAdvancedCombatRifleFire
1021    LightPulse 
1022      Color = R:255 G:255 B:128 
1023      Radius = 20 
1024      IncreaseTime = 0 
1025      DecreaseTime = 300
1026    End
1027    Tracer
1028      DecayAt = 1
1029      Length = 10
1030      Width = 0.3
1031      Color = R:255 G:0 B:0
1032      Speed = 300
1033      Probability = 0.9
1034    End
1035  End
1036  
1037  ; ----------------------------------------------
1038  FXList WeaponFX_Comanche20mmCannonFire
1039    LightPulse 
1040      Color = R:255 G:255 B:255 
1041      Radius = 60 
1042      IncreaseTime = 0 
1043      DecreaseTime = 100
1044    End
1045    ParticleSystem 
1046      Name = GattlingCannonLenzflare
1047      OrientToObject = Yes
1048      Offset = X:0.0 Y:0.0 Z:0.0
1049    End
1050    ParticleSystem 
1051      Name = FallingShellsComanche
1052      OrientToObject = Yes
1053      Offset = X:0.0 Y:0.0 Z:0.0
1054    End
1055    Tracer
1056      DecayAt = 1
1057      Length = 10
1058      Width = 0.3
1059      Color = R:128 G:128 B:128
1060      Speed = 600
1061  ;   Probability = 0.9
1062    End
1063  End
1064  
1065  ; ----------------------------------------------
1066  FXList WeaponFX_HeroicComanche20mmCannonFire
1067    LightPulse 
1068      Color = R:255 G:128 B:128 
1069      Radius = 60 
1070      IncreaseTime = 0 
1071      DecreaseTime = 100
1072    End
1073    ParticleSystem 
1074      Name = HeroicGattlingCannonLenzflare
1075      OrientToObject = Yes
1076      Offset = X:0.0 Y:0.0 Z:0.0
1077    End
1078    ParticleSystem 
1079      Name = FallingShellsComanche
1080      OrientToObject = Yes
1081      Offset = X:0.0 Y:0.0 Z:0.0
1082    End
1083    Tracer
1084      DecayAt = 1
1085      Length = 10
1086      Width = 0.3
1087      Color = R:196 G:0 B:0
1088      Speed = 600
1089  ;   Probability = 0.9
1090    End
1091  End
1092  
1093  ; ----------------------------------------------
1094  FXList WeaponFX_WatchTowerMachineGunFire
1095    LightPulse 
1096      Color = R:255 G:255 B:128 
1097      Radius = 21 
1098      IncreaseTime = 0 
1099      DecreaseTime = 100
1100    End
1101    ParticleSystem 
1102      Name = GattlingCannonLenzflare
1103      OrientToObject = Yes
1104      Offset = X:0.0 Y:0.0 Z:0.0
1105    End
1106  End
1107  
1108  ; ----------------------------------------------
1109  FXList WeaponFX_CommandoMachineGunFire
1110    LightPulse 
1111      Color = R:255 G:255 B:128 
1112      Radius = 10 
1113      IncreaseTime = 0 
1114      DecreaseTime = 100
1115    End
1116  End
1117  
1118  ; ----------------------------------------------
1119  FXList WeaponFX_QuadCannonGunFire
1120    LightPulse 
1121      Color = R:128 G:128 B:64
1122      Radius = 20 
1123      IncreaseTime = 0 
1124      DecreaseTime = 100
1125    End
1126    ParticleSystem 
1127      Name = GattlingCannonLenzflareIntense
1128      OrientToObject = Yes
1129      Offset = X:0.0 Y:0.0 Z:0.0
1130    End
1131    ParticleSystem 
1132      Name = FallingShells
1133      OrientToObject = Yes
1134      Offset = X:0.0 Y:0.0 Z:0.0
1135    End
1136    Tracer
1137      DecayAt = 1
1138      Length = 10
1139      Width = 0.3
1140      Color = R:255 G:255 B:255
1141      Speed = 300
1142      Probability = 0.5
1143    End
1144  End
1145  
1146  ; ----------------------------------------------
1147  FXList WeaponFX_HeroicQuadCannonGunFire
1148    LightPulse 
1149      Color = R:255 G:255 B:128 
1150      Radius = 20 
1151      IncreaseTime = 0 
1152      DecreaseTime = 300
1153    End
1154    ParticleSystem 
1155      Name = HeroicGattlingCannonLenzflare
1156      OrientToObject = Yes
1157      Offset = X:0.0 Y:0.0 Z:0.0
1158    End
1159    ParticleSystem 
1160      Name = FallingShells
1161      OrientToObject = Yes
1162      Offset = X:0.0 Y:0.0 Z:0.0
1163    End
1164    Tracer
1165      DecayAt = 1
1166      Length = 10
1167      Width = 0.3
1168      Color = R:255 G:0 B:0
1169      Speed = 300
1170      Probability = 0.5
1171    End
1172  End
1173  
1174  ; ----------------------------------------------
1175  FXList WeaponFX_TechnicalGunFire
1176    LightPulse 
1177      Color = R:255 G:255 B:128 
1178      Radius = 25
1179      IncreaseTime = 0 
1180      DecreaseTime = 500
1181    End
1182    ParticleSystem 
1183      Name = GattlingCannonLenzflareIntense
1184      OrientToObject = Yes
1185      Offset = X:0.0 Y:0.0 Z:0.0
1186    End
1187    ParticleSystem 
1188      Name = FallingShells
1189      OrientToObject = Yes
1190      Offset = X:0.0 Y:0.0 Z:0.0
1191    End
1192    Tracer
1193      DecayAt = 1
1194      Length = 10
1195      Width = 0.3
1196      Color = R:230 G:204 B:179
1197      Speed = 300
1198      Probability = 0.25
1199    End
1200  End
1201  
1202  ; ----------------------------------------------
1203  FXList WeaponFX_NapalmMissileDetonation
1204    ParticleSystem 
1205      Name = NapalmExplosionArms
1206    End
1207    ParticleSystem 
1208      Name = NapalmFire
1209      Offset = X:0.0 Y:0.0 Z:5.0
1210    End
1211    ParticleSystem 
1212      Name = NapalmExplosionFlare
1213      Offset = X:0.0 Y:0.0 Z:15.0
1214    End
1215    TerrainScorch
1216      Type = RANDOM 
1217      Radius = 15
1218    End
1219    LightPulse 
1220      Color = R:255 G:128 B:51 
1221      Radius = 30 
1222      IncreaseTime = 0 
1223      DecreaseTime = 2333
1224    End
1225    Sound
1226      Name = ExplosionFire
1227    End
1228  End
1229  
1230  ; ----------------------------------------------
1231  FXList WeaponFX_BlackNapalmMissileDetonation
1232    ParticleSystem 
1233      Name = NapalmExplosionArms
1234    End
1235    ParticleSystem 
1236      Name = NapalmFire
1237      Offset = X:0.0 Y:0.0 Z:5.0
1238    End
1239    TerrainScorch
1240      Type = RANDOM 
1241      Radius = 15
1242    End
1243    LightPulse 
1244      Color = R:255 G:128 B:51 
1245      Radius = 30 
1246      IncreaseTime = 0 
1247      DecreaseTime = 2333
1248    End
1249    Sound
1250      Name = ExplosionFire
1251    End
1252  End
1253  
1254  ; ----------------------------------------------
1255  FXList WeaponFX_MolotovCocktailDetonation
1256    ParticleSystem 
1257      Name = MolotovFlames
1258    End
1259    ParticleSystem 
1260      Name = MolotovGlassShatter
1261    End
1262    TerrainScorch
1263      Type = RANDOM 
1264      Radius = 18
1265    End
1266    LightPulse 
1267      Color = R:255 G:128 B:51 
1268      Radius = 30 
1269      IncreaseTime = 0 
1270      DecreaseTime = 2333
1271    End
1272    Sound
1273      Name = MolotovCocktailShatter
1274    End
1275  End
1276  
1277  ; ----------------------------------------------
1278  FXList WeaponFX_JetMissileDetonation
1279    ViewShake 
1280      Type = NORMAL
1281    End
1282    TerrainScorch
1283      Type = RANDOM 
1284      Radius = 15
1285    End
1286    LightPulse 
1287      Color = R:255 G:128 B:51 
1288      Radius = 30 
1289      IncreaseTime = 0 
1290      DecreaseTime = 2333
1291    End
1292    Sound
1293      Name = ExplosionJetMissile
1294    End
1295  End
1296  
1297  ; ----------------------------------------------
1298  FXList FX_BombExplosion
1299    ParticleSystem
1300      Name = CarpetBombExplosionSmoke
1301    End
1302    ParticleSystem
1303      Name = CarpetBombExplosionShockwave
1304    End
1305    ViewShake 
1306      Type = NORMAL
1307    End
1308    TerrainScorch
1309      Type = RANDOM 
1310      Radius = 15
1311    End
1312    Sound
1313      Name = Explosion
1314    End
1315  End
1316  
1317  ; ----------------------------------------------
1318  FXList FX_TankDieExplosion
1319    ViewShake 
1320      Type = NORMAL
1321    End
1322    TerrainScorch
1323      Type = RANDOM 
1324      Radius = 15
1325    End
1326    LightPulse 
1327      Color = R:255 G:128 B:51 
1328      Radius = 30 
1329      IncreaseTime = 0 
1330      DecreaseTime = 2333
1331    End
1332    Sound
1333      Name = TankDie
1334    End
1335  End
1336  
1337  ; -----------------------------------------------------------------------------------
1338  ; The death of a Jet
1339  FXList FX_JetDeathExplosion
1340    ParticleSystem
1341      Name = JetExplosion
1342      OrientToObject = Yes
1343    End
1344    ParticleSystem
1345      Name = JetDebris
1346      OrientToObject = Yes
1347    End
1348    ParticleSystem
1349      Name = MammothTankSubExplosionSmoke 
1350      Count = 3
1351      Radius = 15 30 UNIFORM
1352      Height = 0 0 UNIFORM
1353      InitialDelay = 50 667 UNIFORM
1354      OrientToObject = Yes
1355    End
1356    ViewShake 
1357      Type = NORMAL
1358    End
1359  End
1360  
1361  ; -----------------------------------------------------------------------------------
1362  ; The death of a Raptor
1363  ; *********************
1364  ; KM: This is a COPY of the jet death explosion. Mike Jones -- I added this for you
1365  ;     to take over and make it look cool! :)
1366  ; *********************
1367  FXList FX_RaptorDeathExplosion
1368    ParticleSystem
1369      Name = JetExplosion
1370      OrientToObject = Yes
1371    End
1372    ParticleSystem
1373      Name = JetDebris
1374      OrientToObject = Yes
1375    End
1376    ParticleSystem
1377      Name = MammothTankSubExplosionSmoke 
1378      Count = 3
1379      Radius = 15 30 UNIFORM
1380      Height = 0 0 UNIFORM
1381      InitialDelay = 50 667 UNIFORM
1382      OrientToObject = Yes
1383    End
1384    ViewShake 
1385      Type = NORMAL
1386    End 
1387  End
1388  
1389  ; -----------------------------------------------------------------------------------
1390  FXList FX_GenericTankDeathExplosion
1391    ParticleSystem
1392      Name = MammothTankExplosionSmoke
1393    End
1394    ParticleSystem
1395      Name = MammothTankSubExplosionSmoke 
1396      Radius = 15 30 UNIFORM
1397      Height = 0 20 UNIFORM
1398      InitialDelay = 167 667 UNIFORM
1399    End
1400    ParticleSystem
1401      Name = MammothTankExplosionDebris
1402    End
1403    ParticleSystem
1404      Name = MammothTankExplosionLenzflare
1405      Offset = X:0.0 Y:0.0 Z:10.0
1406    End
1407    ParticleSystem
1408      Name = MammothTankExplosionShockwave
1409    End
1410    ViewShake 
1411      Type = STRONG
1412    End
1413    TerrainScorch
1414      Type = RANDOM 
1415      Radius = 15
1416    End
1417    Sound
1418      Name = TankDie
1419    End 
1420  End
1421  
1422  ; -----------------------------------------------------------------------------------
1423  FXList FX_AmericaVehicleTomahawkDeathExplosion
1424    ParticleSystem
1425      Name = MammothTankExplosionSmoke
1426    End
1427    ParticleSystem
1428      Name = MammothTankSubExplosionSmoke 
1429      Count = 3
1430      Radius = 15 30 UNIFORM
1431      Height = 0 20 UNIFORM
1432      InitialDelay = 167 667 UNIFORM
1433    End
1434    ParticleSystem
1435      Name = MammothTankExplosionDebris
1436    End
1437    ParticleSystem
1438      Name = MammothTankExplosionShockwave
1439    End
1440    ViewShake 
1441      Type = STRONG
1442    End
1443    TerrainScorch
1444      Type = RANDOM 
1445      Radius = 15
1446    End
1447    Sound
1448      Name = TankDie
1449    End 
1450  End
1451  
1452  ; -----------------------------------------------------------------------------------
1453  FXList FX_ChinaVehicleNukeCannonDeathExplosion
1454  ; -----------------------------------------------------------------------------
1455  
1456    ViewShake 
1457      Type = SEVERE
1458    End
1459  
1460    Sound
1461      Name = ExplosionMiniNuke
1462    End
1463  
1464    ParticleSystem
1465      Name = NukeCannonFlare
1466      InitialDelay = 0 0 UNIFORM   ;In milliseconds
1467      Offset = X:0.0 Y:0.0 Z:40.0
1468    End
1469  
1470    ParticleSystem
1471       Name = NukeCannonMushroomExplosion
1472       InitialDelay = 200 200 UNIFORM   ;In milliseconds
1473       Offset = X:0.0 Y:0.0 Z:40.0
1474    End
1475  
1476    ParticleSystem
1477      Name = NukeCannonMushroomCloudRing
1478      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
1479      Offset = X:0.0 Y:0.0 Z:45.0
1480    End
1481  
1482    ParticleSystem
1483      Name = NukeCannonRing
1484      Offset = X:0.0 Y:0.0 Z:5.0
1485    End
1486  
1487    ParticleSystem
1488      Name = NukeCannonBlastWave
1489      InitialDelay = 300 300 UNIFORM   ;In milliseconds
1490      Offset = X:0.0 Y:0.0 Z:10.0
1491    End
1492  
1493    ParticleSystem
1494      Name = NukeCannonShockwaveInverted
1495      InitialDelay = 300 300 UNIFORM   ;In milliseconds
1496      Offset = X:0.0 Y:0.0 Z:20.0
1497    End
1498  
1499    ParticleSystem
1500      Name = NukeCannonMushroomStem
1501      InitialDelay = 200 200 UNIFORM   ;In milliseconds
1502      Offset = X:0.0 Y:0.0 Z:20.0
1503    End
1504  
1505    ParticleSystem
1506      Name = NukeCannonMushroomRing
1507      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
1508      Offset = X:0.0 Y:0.0 Z:35.0
1509    End
1510  
1511  End
1512  
1513  ;---------------------------------------------------------------------------------------
1514  ;The list of effects that occur when the beam hits the ground. The number of times the
1515  ;beam hits the ground is specified in the particle uplink cannon's settings, and changing
1516  ;it does NOT effect gameplay -- so change as you see fit!
1517  ;---------------------------------------------------------------------------------------
1518  FXList FX_ParticleUplinkCannon_BeamHitsGround
1519  
1520  ;  ViewShake 
1521  ;    Type = SEVERE
1522  ;  End
1523  
1524  ;  Sound
1525  ;    Name = ExplosionScudExplosive
1526  ;  End
1527  
1528    ParticleSystem
1529      Name = ParticleCannonUplink_HitFlare
1530      Offset = X:0.0 Y:0.0 Z:2.0
1531      OrientToObject = Yes
1532    End
1533  
1534    ParticleSystem
1535      Name = ParticleUplinkCannon_Magma
1536      Offset = X:0.0 Y:0.0 Z:1.0
1537    End
1538    ParticleSystem
1539      Name = ParticleUplinkCannon_Sparks
1540      Offset = X:0.0 Y:0.0 Z:1.0
1541    End
1542    ParticleSystem
1543      Name = ParticleUplinkCannon_Shockwave
1544      Offset = X:0.0 Y:0.0 Z:1.0
1545    End
1546    ParticleSystem
1547      Name = ParticleUplinkCannon_Fire
1548      Offset = X:0.0 Y:0.0 Z:1.0
1549    End
1550  End
1551  
1552  ; ---------------------------------------------------------------------------------------
1553  FXList FX_ParticleUplinkCannon_BeamLaunchIteration
1554  
1555  ;  ViewShake 
1556  ;    Type = SEVERE
1557  ;  End
1558  
1559  ;  Sound
1560  ;    Name = ExplosionScudExplosive
1561  ;  End
1562  
1563    ParticleSystem
1564      Name = ParticleUplinkCannon_LaunchFlare
1565      Offset = X:0.0 Y:0.0 Z:10.0
1566    End
1567  
1568   ; ParticleSystem
1569   ;   Name = ParticleUplinkCannon_Magma
1570   ;   Offset = X:0.0 Y:0.0 Z:1.0
1571   ; End
1572  End
1573  
1574  ; ---------------------------------------------------------------------------------------
1575  ; The initial detonation of the Mammoth Tank - fiery 'arms' shoot out, and it breaks apart
1576  FXList FX_GenericTankDeathEffect
1577    ParticleSystem
1578      Name = MammothTankExplosionArms
1579    End
1580    Sound
1581      Name = Explosion
1582    End
1583  End
1584  
1585  ; -----------------------------------------------------------------------------
1586  FXList FX_CrusaderCatchFire
1587    ParticleSystem
1588      Name = TankFire
1589      Offset = X:0 Y:0 Z:10
1590    End
1591    ViewShake 
1592      Type = SUBTLE
1593    End
1594    Sound
1595      Name = ExplosionBarrel
1596    End
1597  End
1598  
1599  ; -----------------------------------------------------------------------------
1600  FXList FX_HumveeExplosionOneInitial
1601    ParticleSystem
1602      Name = HotPillarArms
1603      Offset = X:10 Y:0 Z:10
1604    End
1605    ViewShake 
1606      Type = SUBTLE
1607    End
1608    Sound
1609      Name = ExplosionBarrel
1610    End
1611  End
1612  
1613  ; -----------------------------------------------------------------------------------
1614  ; The secondary detonation of the Humvee
1615  FXList FX_HumveeExplosionOneFinal
1616    ParticleSystem
1617      Name = HumveeExplosionSmoke
1618    End
1619    ParticleSystem
1620      Name = HumveeSubExplosionSmoke 
1621      Count = 3
1622      Radius = 15 30 UNIFORM
1623      Height = 0 20 UNIFORM
1624      InitialDelay = 167 667 UNIFORM
1625    End
1626    ParticleSystem
1627      Name = HumveeExplosionDebris
1628    End
1629    ViewShake 
1630      Type = STRONG
1631    End
1632    TerrainScorch
1633      Type = RANDOM 
1634      Radius = 15
1635    End
1636    Sound
1637      Name = TankDie
1638    End 
1639  End
1640  
1641  ; -----------------------------------------------------------------------------
1642  FXList FX_HumveeDamageTransition
1643    ParticleSystem
1644      Name = HumveeTransitionExplosion1
1645      Offset = X:0 Y:0 Z:10
1646    End
1647    ViewShake 
1648      Type = SUBTLE
1649    End
1650    Sound
1651      Name = VehicleDamagedState
1652    End
1653  End
1654  
1655  ; -----------------------------------------------------------------------------
1656  FXList FX_ComancheDamageTransition
1657    ParticleSystem
1658      Name = ComancheTransitionSmoke
1659      Offset = X:0 Y:0 Z:10
1660    End
1661    ViewShake 
1662      Type = SUBTLE
1663    End
1664    Sound
1665      Name = VehicleDamagedState
1666    End
1667  End
1668  
1669  ; -----------------------------------------------------------------------------
1670  FXList FX_JetBigDamageTransition
1671    ParticleSystem
1672      Name = JetTransitionSmokeLarge
1673      Offset = X:0 Y:0 Z:10
1674      OrientToObject = Yes
1675    End
1676    ViewShake 
1677      Type = SUBTLE
1678    End
1679    Sound
1680      Name = VehicleDamagedState
1681    End
1682  End
1683  
1684  ; -----------------------------------------------------------------------------
1685  FXList FX_BattleMasterExplosionOneInitial
1686    ParticleSystem
1687      Name = HotPillarArms
1688      Offset = X:0 Y:0 Z:10
1689    End
1690    ViewShake 
1691      Type = SUBTLE
1692    End
1693    Sound
1694      Name = ExplosionBarrel
1695    End
1696  End
1697  
1698  ; -----------------------------------------------------------------------------
1699  FXList FX_GattlingExplosionOneInitial
1700    ParticleSystem
1701      Name = HotPillarArms
1702      Offset = X:0 Y:0 Z:10
1703    End
1704    ViewShake 
1705      Type = SUBTLE
1706    End
1707    Sound
1708      Name = ExplosionBarrel
1709    End
1710  End
1711  
1712  ; -----------------------------------------------------------------------------
1713  FXList FX_GattlingExplosionOneFinal
1714    ParticleSystem
1715      Name = BattleMasterTankExplosionSmoke
1716    End
1717    ParticleSystem
1718      Name = BattleMasterTankSubExplosionSmoke 
1719      Count = 3
1720      Radius = 15 30 UNIFORM
1721      Height = 0 20 UNIFORM
1722      InitialDelay = 167 667 UNIFORM
1723    End
1724    ParticleSystem
1725      Name = BattleMasterTankExplosionDebris
1726    End
1727    ParticleSystem
1728      Name = BattleMasterTankExplosionShockwave
1729      Offset = X:0 Y:0 Z:2
1730    End
1731    ParticleSystem
1732      Name = BattleMasterTankExplosionLenzflare
1733      Offset = X:0 Y:0 Z:10
1734    End
1735    ViewShake 
1736      Type = STRONG
1737    End
1738    TerrainScorch
1739      Type = RANDOM 
1740      Radius = 15
1741    End
1742    Sound
1743      Name = TankDie
1744    End 
1745  End
1746  
1747  ; -----------------------------------------------------------------------------
1748  FXList FX_BattleMasterExplosionOneFinal
1749    ParticleSystem
1750      Name = BattleMasterTankExplosionSmoke
1751    End
1752    ParticleSystem
1753      Name = BattleMasterTankExplosionDebris
1754    End
1755    ParticleSystem
1756      Name = BattleMasterTankExplosionShockwave
1757      Offset = X:0 Y:0 Z:2
1758    End
1759    ParticleSystem
1760      Name = BattleMasterTankExplosionLenzflare
1761      Offset = X:0 Y:0 Z:10
1762    End
1763    ViewShake 
1764      Type = STRONG
1765    End
1766    TerrainScorch
1767      Type = RANDOM 
1768      Radius = 15
1769    End
1770    Sound
1771      Name = TankDie
1772    End 
1773  End
1774  
1775  ; -----------------------------------------------------------------------------
1776  FXList FX_ScudLauncherExplosionOneFinal
1777    ParticleSystem
1778      Name = ScudLauncherExplosionSmoke
1779      OrientToObject = Yes
1780    End
1781    ParticleSystem
1782      Name = BattleMasterTankExplosionDebris
1783    End
1784    ParticleSystem
1785      Name = BattleMasterTankExplosionShockwave
1786      Offset = X:0 Y:0 Z:2
1787    End
1788    ParticleSystem
1789      Name = BattleMasterTankExplosionLenzflare
1790      Offset = X:0 Y:0 Z:10
1791    End
1792      ParticleSystem
1793      Name = ScudMissleLauncherExplosionTrailArms
1794      Offset = X:0 Y:0 Z:5
1795    End
1796    ViewShake 
1797      Type = STRONG
1798    End
1799    TerrainScorch
1800      Type = RANDOM 
1801      Radius = 15
1802    End
1803    Sound
1804      Name = TankDie
1805    End 
1806  End
1807  
1808  ; -----------------------------------------------------------------------------
1809  FXList FX_SupplyTruckExplosionOneFinal
1810    ParticleSystem
1811      Name = ScudLauncherExplosionSmoke
1812      OrientToObject = Yes
1813    End
1814    ParticleSystem
1815      Name = BattleMasterTankExplosionDebris
1816    End
1817    ParticleSystem
1818      Name = BattleMasterTankExplosionShockwave
1819      Offset = X:0 Y:0 Z:2
1820    End
1821    ParticleSystem
1822      Name = BattleMasterTankExplosionLenzflare
1823      Offset = X:0 Y:0 Z:10
1824    End
1825  ;    ParticleSystem
1826  ;    Name = ScudMissleLauncherExplosionTrailArms
1827  ;    Offset = X:0 Y:0 Z:5
1828  ;  End
1829    ViewShake 
1830      Type = STRONG
1831    End
1832    TerrainScorch
1833      Type = RANDOM 
1834      Radius = 15
1835    End
1836    Sound
1837      Name = TankDie
1838    End 
1839  End
1840  
1841  ; -----------------------------------------------------------------------------
1842  FXList FX_ToxinTruckExplosionOneFinal
1843    ParticleSystem
1844      Name = BattleMasterTankExplosionSmoke
1845    End
1846    ParticleSystem
1847      Name = BattleMasterTankExplosionDebris
1848    End
1849    ParticleSystem
1850      Name = ScudMissleExplosionTrailArms
1851      Offset = X:0 Y:0 Z:2
1852    End
1853    ParticleSystem
1854      Name = ToxicExplosionLarge
1855      Offset = X:0 Y:0 Z:5
1856    End
1857    ViewShake 
1858      Type = STRONG
1859    End
1860    TerrainScorch
1861      Type = RANDOM 
1862      Radius = 15
1863    End
1864    Sound
1865      Name = TankDie
1866    End 
1867  End
1868  
1869  ; -----------------------------------------------------------------------------
1870  FXList FX_ToxinTruckExplosionOneFinalUpgraded
1871    ParticleSystem
1872      Name = BattleMasterTankExplosionSmoke
1873    End
1874    ParticleSystem
1875      Name = BattleMasterTankExplosionDebris
1876    End
1877    ParticleSystem
1878      Name = ScudMissleExplosionTrailArmsAnthrax
1879      Offset = X:0 Y:0 Z:2
1880    End
1881    ParticleSystem
1882      Name = ToxicExplosionLargeUpgraded
1883      Offset = X:0 Y:0 Z:5
1884    End
1885    ViewShake 
1886      Type = STRONG
1887    End
1888    TerrainScorch
1889      Type = RANDOM 
1890      Radius = 15
1891    End
1892    Sound
1893      Name = TankDie
1894    End 
1895  End
1896  
1897  ; -----------------------------------------------------------------------------
1898  FXList FX_BattleMasterDamageTransition
1899    ParticleSystem
1900      Name = BattleMasterTransitionExplosion
1901      Offset = X:0 Y:0 Z:10
1902    End
1903    ParticleSystem
1904      Name = BattleMasterTransitionLenzflare
1905      Offset = X:0 Y:0 Z:1
1906    End
1907    ParticleSystem
1908      Name = BattleMasterTransitionDebris
1909      Offset = X:0 Y:0 Z:10
1910    End
1911    ViewShake 
1912      Type = SUBTLE
1913    End
1914    Sound
1915      Name = VehicleDamagedState
1916    End
1917  End
1918  
1919  ; -----------------------------------------------------------------------------
1920  FXList FX_BattleMasterDamageTransitionSmall
1921    ParticleSystem
1922      Name = BattleMasterTransitionExplosionSmall
1923      Offset = X:0 Y:0 Z:10
1924    End
1925    ParticleSystem
1926      Name = BattleMasterTransitionLenzflareSmall
1927      Offset = X:0 Y:0 Z:1
1928    End
1929    ParticleSystem
1930      Name = BattleMasterTransitionDebrisSmall
1931      Offset = X:0 Y:0 Z:10
1932    End
1933    ViewShake 
1934      Type = SUBTLE
1935    End
1936    Sound
1937      Name = VehicleDamagedState
1938    End
1939  End
1940  
1941  ; -----------------------------------------------------------------------------
1942  FXList FX_BattleDroneDamageTransitionSmall
1943    ParticleSystem
1944      Name = BattleMasterTransitionExplosionSmall
1945      Offset = X:0 Y:0 Z:10
1946    End
1947    ParticleSystem
1948      Name = BattleMasterTransitionLenzflareSmall
1949      Offset = X:0 Y:0 Z:1
1950    End
1951    ParticleSystem
1952      Name = BattleMasterTransitionDebrisSmall
1953      Offset = X:0 Y:0 Z:10
1954    End
1955    ViewShake 
1956      Type = SUBTLE
1957    End
1958  End
1959  
1960  ; -----------------------------------------------------------------------------
1961  FXList FX_ScudLauncherDamageTransition
1962    ParticleSystem
1963      Name = ScudLauncherTransitionExplosion
1964      Offset = X:0 Y:0 Z:5
1965      OrientToObject = Yes
1966    End
1967    ParticleSystem
1968      Name = ScudLauncherTransitionLenzflare
1969      Offset = X:0 Y:0 Z:1
1970      OrientToObject = Yes
1971    End
1972    ParticleSystem
1973      Name = ScudLauncherTransitionDebris
1974      Offset = X:0 Y:0 Z:10
1975      OrientToObject = Yes
1976    End
1977    ViewShake 
1978      Type = SUBTLE
1979    End
1980    Sound
1981      Name = VehicleDamagedState
1982    End
1983  End
1984  
1985  ; -----------------------------------------------------------------------------
1986  FXList FX_OverlordSmoke
1987    ParticleSystem
1988      Name = TankSmoke
1989      Offset = X:0 Y:0 Z:10
1990    End
1991    ViewShake 
1992      Type = SUBTLE
1993    End
1994    Sound
1995      Name = ExplosionBarrel
1996    End
1997  End
1998  
1999  ; -----------------------------------------------------------------------------
2000  FXList FX_OverlordExplosionOneInitial
2001    ParticleSystem
2002      Name = HotPillarArms
2003      Offset = X:0 Y:0 Z:10
2004    End
2005    ViewShake 
2006      Type = SUBTLE
2007    End
2008    Sound
2009      Name = ExplosionBarrel
2010    End
2011  End
2012  
2013  ; -----------------------------------------------------------------------------------
2014  FXList FX_OverlordExplosionOneFinal
2015    ParticleSystem
2016      Name = OverlordExplosionSmoke
2017    End
2018    ParticleSystem
2019      Name = OverlordSubExplosionSmoke 
2020      Radius = 15 30 UNIFORM
2021      Height = 0 20 UNIFORM
2022      InitialDelay = 167 667 UNIFORM
2023    End
2024    ParticleSystem
2025      Name = OverlordExplosionDebris
2026    End
2027    ParticleSystem
2028      Name = OverlordExplosionLenzflare
2029      Offset = X:0.0 Y:0.0 Z:10.0
2030    End
2031    ParticleSystem
2032      Name = OverlordExplosionShockwave
2033    End
2034    ViewShake 
2035      Type = STRONG
2036    End
2037    TerrainScorch
2038      Type = RANDOM 
2039      Radius = 15
2040    End
2041    Sound
2042      Name = TankDie
2043    End 
2044  End
2045  
2046  ; -----------------------------------------------------------------------------
2047  FXList FX_OverlordDamageTransition
2048    ParticleSystem
2049      Name = OverlordTransitionExplosion
2050      Offset = X:0 Y:0 Z:10
2051    End
2052    ParticleSystem
2053      Name = OverlordTransitionDebris
2054      Offset = X:0 Y:0 Z:10
2055    End
2056    ParticleSystem
2057      Name = OverlordTransitionLenzflare
2058      Offset = X:0 Y:0 Z:1
2059    End
2060    ViewShake 
2061      Type = SUBTLE
2062    End
2063    Sound
2064      Name = VehicleDamagedState
2065    End
2066  End
2067  
2068  ; -----------------------------------------------------------------------------
2069  FXList FX_NukeCannonDamageTransition
2070    ParticleSystem
2071      Name = NukeCannonTransitionExplosion
2072      Offset = X:0 Y:0 Z:10
2073    End
2074    ParticleSystem
2075      Name = NukeCannonTransitionDebris
2076      Offset = X:0 Y:0 Z:10
2077    End
2078    ParticleSystem
2079      Name = NukeCannonTransitionLenzflare
2080      Offset = X:0 Y:0 Z:1
2081    End
2082    ViewShake 
2083      Type = SUBTLE
2084    End
2085    Sound
2086      Name = VehicleDamagedState
2087    End
2088  End
2089  
2090  ; -----------------------------------------------------------------------------
2091  FXList FX_DragonDamageTransition
2092    ParticleSystem
2093      Name = DragonTransitionExplosion
2094      Offset = X:0 Y:0 Z:10
2095    End
2096    ParticleSystem
2097      Name = DragonTransitionDebris
2098      Offset = X:0 Y:0 Z:10
2099    End
2100    ParticleSystem
2101      Name = DragonTransitionLenzflare
2102      Offset = X:0 Y:0 Z:1
2103    End
2104    ViewShake 
2105      Type = SUBTLE
2106    End
2107    Sound
2108      Name = VehicleDamagedState
2109    End
2110  End
2111  
2112  ; -----------------------------------------------------------------------------
2113  FXList FX_CrusaderDamageTransition
2114    ParticleSystem
2115      Name = DragonTransitionExplosion1
2116      Offset = X:0 Y:0 Z:0
2117    End
2118    ViewShake 
2119      Type = SUBTLE
2120    End
2121    Sound
2122      Name = VehicleDamagedState
2123    End
2124  End
2125  
2126  ; -----------------------------------------------------------------------------
2127  FXList FX_MIGDamageTransition
2128    ParticleSystem
2129      Name = MIGTransitionSmoke
2130      Offset = X:0 Y:0 Z:0
2131      OrientToObject = Yes
2132    End
2133    ViewShake 
2134      Type = SUBTLE
2135    End
2136    Sound
2137      Name = VehicleDamagedState
2138    End
2139  End
2140  
2141  ; -----------------------------------------------------------------------------
2142  FXList FX_DragonNapalmSpill
2143    ParticleSystem
2144      Name = NapalmSpill01
2145      Offset = X:0 Y:0 Z:10
2146  ;    AttachToObject = YES
2147    End
2148    ParticleSystem
2149      Name = NapalmSpill02
2150  ;    AttachToObject = YES
2151      Offset = X:0 Y:0 Z:10
2152    End
2153    Sound
2154      Name = FireHydrantBreak
2155    End
2156  End
2157  
2158  ; -----------------------------------------------------------------------------------
2159  ; The secondary detonation of the Dragon Tank - multiple explosions, dirt, shockwave
2160  FXList FX_DragonTankDeathExplosionFinal
2161    ParticleSystem
2162      Name = OverlordExplosionSmoke
2163    End
2164    ParticleSystem
2165      Name = OverlordSubExplosionSmoke 
2166      Radius = 15 30 UNIFORM
2167      Height = 0 20 UNIFORM
2168      InitialDelay = 167 667 UNIFORM
2169    End
2170    ParticleSystem
2171      Name = FirestormSmall
2172    End
2173    ParticleSystem
2174      Name = FirestormRingSmall
2175      OrientToObject = Yes
2176      Offset = X:0 Y:0 Z:1
2177    End
2178    ViewShake 
2179      Type = SUBTLE
2180    End
2181    TerrainScorch
2182      Type = RANDOM 
2183      Radius = 15
2184    End
2185    Sound
2186      Name = TankDie
2187    End 
2188  End
2189  
2190  ; -----------------------------------------------------------------------------
2191  FXList FX_QuadCannonCatchFire
2192    ParticleSystem 
2193      Name = TankFire
2194      Offset = X:0 Y:0 Z:10
2195    End
2196    ViewShake 
2197      Type = SUBTLE
2198    End
2199    Sound
2200      Name = QuadCannonCatchFire
2201    End
2202  End
2203  
2204  ; ----------------------------------------------
2205  FXList FX_FireHydrantExplode
2206    Sound
2207      Name = FireHydrantBreak
2208    End
2209  End
2210  
2211  ; ----------------------------------------------
2212  ; The death of a small structure
2213  FXList FX_SmallStructureDeath
2214    ; firey "heart" of the explosion
2215    ParticleSystem
2216      Name = MammothTankSubExplosionSmoke 
2217    End
2218    ParticleSystem
2219      Name = MammothTankSubExplosionSmoke 
2220      Radius = 15 30 UNIFORM
2221      Height = 15 30 UNIFORM
2222      InitialDelay = 200 300 UNIFORM
2223    End
2224  
2225    ; grey "dusty" clouds
2226    ParticleSystem
2227      Name = StructureExplosionSmoke
2228      Count = 1
2229      ;Radius = 10 20 UNIFORM
2230      Height = 0 0 UNIFORM
2231      InitialDelay = 0 200 UNIFORM
2232    End
2233    ParticleSystem
2234      Name = StructureSubExplosionSmoke 
2235      Count = 5
2236      Radius = 15 30 UNIFORM
2237      Height = 0 30 UNIFORM
2238      InitialDelay = 167 1000 UNIFORM
2239    End
2240  
2241    ParticleSystem
2242      Name = StructureExplosionDebris
2243    End
2244    ParticleSystem
2245      Name = SmallStructureExplosionShockwave
2246    End
2247    ViewShake 
2248      Type = STRONG
2249    End
2250  End
2251  
2252  ; ----------------------------------------------
2253  ; The death of a large structure
2254  FXList FX_LargeStructureDeath
2255  
2256    Sound
2257      Name = BuildingDie
2258    End
2259  
2260    ; firey "heart" of the explosion
2261    ParticleSystem
2262      Name = MammothTankSubExplosionSmoke
2263      Count = 2
2264      Radius = 20 30 UNIFORM
2265      Height = 0 20 UNIFORM
2266      InitialDelay = 0 200 UNIFORM
2267    End
2268  
2269    ; grey "dusty" clouds
2270    ParticleSystem
2271      Name = StructureExplosionSmoke
2272      Count = 3 ; 4
2273      Radius = 10 40 UNIFORM
2274      Height = 0 20 UNIFORM
2275      InitialDelay = 0 200 UNIFORM
2276    End
2277    ParticleSystem
2278      Name = StructureSubExplosionSmoke 
2279      Count = 5
2280      Radius = 15 50 UNIFORM
2281      Height = 0 40 UNIFORM
2282      InitialDelay = 167 1000 UNIFORM
2283    End
2284    ParticleSystem
2285      Name = StructureExplosionDebris
2286    End
2287    ParticleSystem
2288      Name = LargeStructureExplosionShockwave
2289    End
2290  
2291    ViewShake 
2292      Type = STRONG
2293    End
2294  
2295  End
2296  
2297  ; -----------------------------------------------------------------------------
2298  ; The death of a command center
2299  ; -----------------------------------------------------------------------------
2300  FXList FX_CommandCenterDeath
2301    ; firey "heart" of the explosion
2302    ParticleSystem
2303      Name = MammothTankSubExplosionSmoke
2304      Count = 2
2305      Radius = 20 30 UNIFORM
2306      Height = 0 20 UNIFORM
2307      InitialDelay = 0 200 UNIFORM
2308    End
2309  
2310    ; grey "dusty" clouds
2311    ParticleSystem
2312      Name = StructureExplosionSmoke
2313      Count = 3 ; 4
2314      Radius = 10 40 UNIFORM
2315      Height = 0 20 UNIFORM
2316      InitialDelay = 0 200 UNIFORM
2317    End
2318    ParticleSystem
2319      Name = StructureSubExplosionSmoke 
2320      Count = 5
2321      Radius = 15 50 UNIFORM
2322      Height = 0 40 UNIFORM
2323      InitialDelay = 167 1000 UNIFORM
2324    End
2325    ParticleSystem
2326      Name = StructureExplosionDebris
2327    End
2328    ParticleSystem
2329      Name = LargeStructureExplosionShockwave
2330    End
2331    ViewShake 
2332      Type = STRONG
2333    End
2334  End
2335  
2336  ; -----------------------------------------------------------------------------
2337  ; The start of a Asian TV Station death
2338  ; -----------------------------------------------------------------------------
2339  FXList FX_AsianTVStationDeath
2340  
2341    ; firey heard explosion at repair bay
2342    ParticleSystem
2343      Name = SubExplosionSmoke01
2344      Offset = X:-30 Y:15: Z:10
2345      Count = 2
2346      Radius = 1 8 UNIFORM
2347      Height = 1 8 UNIFORM
2348      InitialDelay = 100 200 UNIFORM
2349    End
2350  
2351    ; firey heard explosion at repair bay
2352    ParticleSystem
2353      Name = SubExplosionSmoke01
2354      Offset = X:30 Y:15: Z:10
2355      Count = 2
2356      Radius = 1 8 UNIFORM
2357      Height = 1 8 UNIFORM
2358      InitialDelay = 100 200 UNIFORM
2359    End
2360  
2361    ; firey heard explosion at repair bay
2362    ParticleSystem
2363      Name = SubExplosionSmoke01
2364      Offset = X:30 Y:-15: Z:10
2365      Count = 2
2366      Radius = 1 8 UNIFORM
2367      Height = 1 8 UNIFORM
2368      InitialDelay = 100 200 UNIFORM
2369    End
2370  
2371    ; firey heard explosion at repair bay
2372    ParticleSystem
2373      Name = SubExplosionSmoke01
2374      Offset = X:-30 Y:-15: Z:10
2375      Count = 2
2376      Radius = 1 8 UNIFORM
2377      Height = 1 8 UNIFORM
2378      InitialDelay = 100 200 UNIFORM
2379    End
2380  
2381  End
2382  
2383  ; -----------------------------------------------------------------------------
2384  ; The start of a war factory death
2385  ; -----------------------------------------------------------------------------
2386  FXList FX_AmericaWarFactoryDeathStart
2387  
2388    ; shake the screen a bit
2389    ViewShake 
2390      Type = NORMAL
2391    End
2392  
2393  End
2394  
2395  ; -----------------------------------------------------------------------------
2396  ; The final death of a war factory
2397  ; -----------------------------------------------------------------------------
2398  FXList FX_AmericaWarFactoryDeathFinal
2399  
2400    ; square shockwave around base of structure
2401    ParticleSystem
2402      Name = LargeSquareShockwave
2403      OrientToObject = Yes
2404    End
2405  
2406    ; firey heard explosion at above entrance arc
2407    ParticleSystem
2408      Name = SubExplosionSmoke01
2409      Offset = X:30 Y:-30: Z:10
2410      Count = 1
2411      Radius = 1 8 UNIFORM
2412      Height = 1 8 UNIFORM
2413      InitialDelay = 200 400 UNIFORM
2414    End
2415  
2416    ; grey "dusty" clouds
2417    ParticleSystem
2418      Name = StructureExplosionSmoke
2419      Offset = X:0 Y:0 Z:10
2420      Count = 3
2421      Radius = 10 40 UNIFORM
2422      Height = 0 20 UNIFORM
2423      InitialDelay = 0 200 UNIFORM
2424    End
2425    
2426    ; lighter than dusty clouds support smoke puffs
2427    ParticleSystem
2428      Name = StructureSubExplosionSmoke 
2429      Count = 5
2430      Radius = 15 50 UNIFORM
2431      Height = 0 40 UNIFORM
2432      InitialDelay = 267 1000 UNIFORM
2433    End 
2434  
2435    ; shake the screen
2436    ViewShake 
2437      Type = STRONG
2438    End
2439    
2440    ; play a sound
2441    Sound
2442      Name = BuildingDie
2443    End
2444    
2445  End
2446  
2447  ; -----------------------------------------------------------------------------
2448  ; The opening of the ChinaNuclearMissileLauncher door
2449  ; -----------------------------------------------------------------------------
2450  FXList ChinaNuclearMissileLauncherDoorOpen
2451    Sound
2452      Name = BuildingNeutronMissileOpen
2453    End
2454  End
2455  
2456  ; -----------------------------------------------------------------------------
2457  ; The launching of the ChinaNuclearMissileLauncher missile
2458  ; -----------------------------------------------------------------------------
2459  FXList ChinaNuclearMissileLauncherLaunch
2460    Sound
2461      Name = BuildingNeutronMissileLaunch
2462    End
2463  End
2464  
2465  ; ----------------------------------------------
2466  FXList FX_ABPowerPlantExplode
2467    ParticleSystem
2468      Name = MammothTankExplosionSmoke
2469    End
2470  End
2471  
2472  ; ----------------------------------------------
2473  FXList FX_ABStingerSiteExplode
2474    ParticleSystem
2475      Name = MammothTankExplosionSmoke
2476    End
2477    ParticleSystem
2478      Name = SmallStructureExplosionShockwave
2479    End
2480  End
2481  
2482  ; ----------------------------------------------
2483  FXList FX_ABTunnelNetworkExplode
2484    ParticleSystem
2485      Name = MammothTankExplosionSmoke
2486    End
2487    ParticleSystem
2488      Name = SmallStructureExplosionShockwave
2489    End
2490    ParticleSystem
2491      Name = StructureExplosionSmallDebris
2492    End
2493  End
2494  
2495  ; ----------------------------------------------
2496  FXList FX_TankerTruckExplode
2497    Sound
2498      Name = CarDie
2499    End
2500    ParticleSystem
2501      Name = SootySmokeColumn
2502      Offset = X:20 Y:0 Z:0
2503    End
2504    ParticleSystem
2505      Name = MammothTankExplosionSmoke
2506    End
2507    ParticleSystem
2508      Name = BarrelExplosionDebris
2509      Count = 3
2510      Radius = 0 10 UNIFORM
2511      InitialDelay = 167 1000 UNIFORM
2512    End
2513    ParticleSystem
2514      Name = MammothTankSubExplosionSmoke 
2515      Count = 10
2516      Radius = 15 30 UNIFORM
2517      Height = 0 20 UNIFORM
2518      InitialDelay = 167 3000 UNIFORM
2519    End
2520    ParticleSystem
2521      Name = TankerTruckExplosionShockwave
2522    End
2523    Sound
2524      Name = GasStationDie
2525    End
2526    ViewShake 
2527      Type = STRONG
2528    End
2529  End
2530  
2531  ; ----------------------------------------------
2532  FXList FX_CarWallSmoke
2533    ParticleSystem
2534      Name = HumveeSubExplosionSmoke
2535      OrientToObject = Yes
2536    End
2537  End
2538  
2539  ; ----------------------------------------------
2540  FXList FX_CarWallSpark
2541    ParticleSystem
2542      Name = FlatSparkSprayLineBurst
2543      Offset = X:0 Y:0 Z:10
2544      OrientToObject = Yes
2545    End
2546  End
2547  
2548  ; ----------------------------------------------
2549  FXList FX_BigRigExplode
2550    Sound
2551      Name = GasStationDie
2552    End
2553    ParticleSystem
2554      Name = MammothTankExplosionSmoke
2555    End
2556    ParticleSystem
2557      Name = MammothTankExplosionShockwave
2558    End
2559  End
2560  
2561  ; ----------------------------------------------
2562  FXList FX_CarCrush
2563    Sound
2564      Name = CarCrush
2565    End
2566    ParticleSystem
2567      Name = CarCrushSmoke
2568    End
2569    ParticleSystem
2570      Name = CarCrushDebris
2571    End
2572  End
2573  
2574  ; ----------------------------------------------
2575  FXList FX_PropCrush
2576    Sound
2577      Name = CarCrush
2578    End
2579    ParticleSystem
2580      Name = PuffLarge
2581    End
2582    ParticleSystem
2583      Name = CarCrushDebris
2584    End
2585  End
2586  
2587  ; ----------------------------------------------
2588  FXList FX_PropExplode
2589    ;Sound
2590    ;  Name = CarCrush
2591    ;End
2592    ParticleSystem
2593      Name = PuffLarge
2594    End
2595    ParticleSystem
2596      Name = CarCrushDebris
2597    End
2598  End
2599  
2600  ; ----------------------------------------------
2601  FXList FX_GenericCarExplode
2602    Sound
2603      Name = CarDie
2604    End
2605    ParticleSystem
2606      Name = Explosion
2607    End
2608    ParticleSystem
2609      Name = ExplosionSmoke
2610    End
2611  End
2612  
2613  ; ----------------------------------------------
2614  FXList FX_TerroristExplode
2615    Sound
2616      Name = TerroristSuicides
2617    End
2618    ParticleSystem
2619      Name = Explosion
2620    End
2621    ParticleSystem
2622      Name = ExplosionSmoke
2623    End
2624  End
2625  
2626  ; ----------------------------------------------
2627  FXList FX_LimoExplode
2628    Sound
2629      Name = CarDie
2630    End
2631    ParticleSystem
2632      Name = LimoExplosion
2633    End
2634    ParticleSystem
2635      Name = LimoExplosionArms
2636      Offset = X:12 Y:0 Z:0
2637    End
2638    ParticleSystem
2639      Name = LimoExplosionArms
2640      Offset = X:-12 Y:0 Z:0
2641    End
2642    ParticleSystem
2643      Name = LimoExplosionSmoke
2644    End
2645    Sound
2646      Name = Explosion
2647    End
2648  End
2649  
2650  ; ----------------------------------------------
2651  FXList FX_LimoDamageTransition
2652    Sound
2653      Name = CarDie
2654    End
2655    ParticleSystem
2656      Name = LimoTransitionExplosion
2657    End
2658    Sound
2659      Name = VehicleDamagedState
2660    End
2661  End
2662  
2663  ; ----------------------------------------------
2664  FXList FX_PoliceCarExplode
2665    Sound
2666      Name = CarDie
2667    End
2668    Sound
2669      Name = PoliceCarDie
2670    End
2671    ParticleSystem
2672      Name = Explosion
2673    End
2674    ParticleSystem
2675      Name = ExplosionSmoke
2676    End
2677  End
2678  
2679  ; ----------------------------------------------
2680  FXList FX_StoneWallTopple
2681    ; @todo srj need better everything
2682    Sound
2683      Name = WallStoneDie
2684    End
2685  End
2686  
2687  ; ----------------------------------------------
2688  FXList FX_ConcreteWallTopple
2689    Sound
2690      Name = WallStoneDie
2691    End
2692  End
2693  
2694  ; ----------------------------------------------
2695  FXList FX_BrickWallTopple
2696    ; @todo srj need better everything
2697    Sound
2698      Name = WallStoneDie
2699    End
2700  End
2701  
2702  ; ----------------------------------------------
2703  FXList FX_WoodWallTopple
2704    ; @todo srj need better everything
2705    Sound
2706      Name = WallWoodDie
2707    End
2708  End
2709  
2710  ; ----------------------------------------------
2711  FXList FX_SandWallTopple
2712    ; @todo srj need better everything
2713    Sound
2714      Name = WallSandDie
2715    End
2716  End
2717  
2718  ; ----------------------------------------------
2719  FXList FX_SandbagPileGoesPoof
2720    ParticleSystem
2721      Name = PuffSmall
2722    End
2723    Sound
2724      Name = WallSandDie
2725    End
2726  End
2727  
2728  ; ----------------------------------------------
2729  FXList FX_GenericWallSegmentDeath
2730    ; @todo srj need better everything
2731    ParticleSystem
2732      Name = PuffSmall
2733    End
2734    ParticleSystem
2735      Name = StructureExplosionDebris
2736    End
2737    Sound
2738      Name = WallStoneDie
2739    End
2740  End
2741  
2742  ; ----------------------------------------------
2743  FXList FX_ToppleTree
2744    Sound
2745      Name = CrushTree
2746    End
2747  End
2748  
2749  ; ----------------------------------------------
2750  FXList FX_ToppleStreetSign
2751    Sound
2752      Name = StreetSignImpact
2753    End
2754  End
2755  
2756  ; ----------------------------------------------
2757  FXList FX_ToppleLampPost
2758    Sound
2759      Name = LampPostShear
2760    End
2761  End
2762  
2763  ; ----------------------------------------------
2764  FXList FX_TreeBounce
2765    Sound
2766      Name = TreeBounce
2767    End
2768    ParticleSystem
2769      Name = TreeBounceDust
2770      Offset = X:0 Y:0 Z:25
2771    End
2772  End
2773  
2774  ; ----------------------------------------------
2775  FXList FX_LampPostBounce
2776    Sound
2777      Name = LampPostBounce
2778    End
2779  End
2780  
2781  ; ----------------------------------------------
2782  FXList FX_ChainLinkFenceTopple
2783    Sound
2784      Name = WallMetalDie
2785    End
2786  End
2787  
2788  
2789  ; ----------------------------------------------
2790  FXList FX_ChainLinkFenceBounce
2791    Sound
2792      Name = LampPostBounce
2793    End
2794    ParticleSystem
2795      Name = TreeBounceDust
2796      Offset = X:0 Y:0 Z:25
2797    End
2798  End
2799  
2800  ; -----------------------------------------------------------------------------------
2801  ; An explosive barrel
2802  FXList FX_BarrelDeathExplosion
2803    ParticleSystem
2804      Name = BarrelExplosion
2805    End
2806    ParticleSystem
2807      Name = BarrelExplosionShockwave
2808    End
2809    ParticleSystem
2810      Name = BarrelExplosionDebris
2811    End
2812    ViewShake 
2813      Type = SUBTLE
2814    End
2815    Sound
2816      Name = ExplosionBarrel
2817    End
2818  End
2819  
2820  ; -----------------------------------------------------------------------------------
2821  ; A cinematic explosive barrel used in GLA05 for the bridge explosion
2822  FXList FX_CINE_BarrelDeathExplosion01
2823    ParticleSystem
2824      Name = BarrelExplosion
2825    End
2826    ParticleSystem
2827      Name = BarrelExplosionShockwave
2828    End
2829    ParticleSystem
2830      Name = BarrelExplosionDebris
2831    End
2832    ViewShake 
2833      Type = SUBTLE
2834    End
2835    Sound
2836      Name = CINE_ExplosionBarrel01
2837    End
2838  End
2839  
2840  
2841  ; -----------------------------------------------------------------------------------
2842  ; A cinematic explosive barrel used in GLA05 for the bridge explosion
2843  FXList FX_CINE_BarrelDeathExplosion02
2844    ParticleSystem
2845      Name = BarrelExplosion
2846    End
2847    ParticleSystem
2848      Name = BarrelExplosionShockwave
2849    End
2850    ParticleSystem
2851      Name = BarrelExplosionDebris
2852    End
2853    ViewShake 
2854      Type = SUBTLE
2855    End
2856    Sound
2857      Name = CINE_ExplosionBarrel02
2858    End
2859  End
2860  
2861  ; -----------------------------------------------------------------------------------
2862  FXList FX_PatriotMissileIgnition
2863    Sound
2864      Name = NoSound
2865    End
2866    ParticleSystem
2867      Name = PatriotMissileIgnitionCloud
2868      OrientToObject = Yes
2869    End 
2870  
2871  End 
2872      
2873  
2874  ; -----------------------------------------------------------------------------------
2875  FXList WeaponFX_PatriotMissileDetonation
2876    Sound
2877      Name = NoSound
2878    End
2879    ParticleSystem
2880      Name = PatriotMissileDetonationExplosion
2881      OrientToObject = Yes
2882    End 
2883  
2884  End 
2885  ; -----------------------------------------------------------------------------------
2886  FXList FX_NeutronMissileLaunch
2887    ParticleSystem
2888      Name = NeutronMissleLaunch 
2889    End 
2890  End
2891  
2892  ; -----------------------------------------------------------------------------------
2893  FXList FX_NeutronMissileIgnition
2894    Sound
2895      Name = NoSound
2896    End
2897  End
2898  
2899  ; -----------------------------------------------------------------------------------
2900  FXList FX_NapalmMissileIgnition
2901    Sound
2902      Name = NoSound
2903    End
2904  End
2905  
2906  ; -----------------------------------------------------------------------------------
2907  FXList FX_JetMissileIgnition
2908    Sound
2909      Name = AuroraJetMissileWeapon
2910    End
2911  End
2912  
2913  ; -----------------------------------------------------------------------------------
2914  FXList FX_A10ThunderboltMissileIgnition
2915    Sound
2916      Name = A10ThunderboltMissileWeaponSound
2917    End
2918  End
2919  
2920  
2921  ; -----------------------------------------------------------------------------------
2922  FXList FX_StingerMissileIgnition
2923    ;Note: No sound here, as we are already playing one in the 
2924    ;weapon definition
2925    ;Sound
2926    ;  Name = StingerMissileWeapon
2927    ;End
2928    ParticleSystem
2929      Name = StingerMissileBackblast
2930      OrientToObject = Yes    
2931    End
2932  End
2933  
2934  ; -----------------------------------------------------------------------------------
2935  FXList FX_BuggyMissileIgnition
2936    ParticleSystem
2937      Name = MissileBackblast
2938      OrientToObject = Yes    
2939    End
2940    ParticleSystem
2941      Name = MissileBackblastClouds
2942      OrientToObject = Yes    
2943    End
2944  End
2945  
2946  ; -----------------------------------------------------------------------------------
2947  FXList FX_MissileDefenderMissileIgnition
2948    ParticleSystem
2949      Name = MissileDefenderMissileBackblast
2950      OrientToObject = Yes    
2951    End
2952  End
2953  
2954  ; -----------------------------------------------------------------------------------
2955  FXList FX_InfantryStingerMissileIgnition
2956    ParticleSystem
2957      Name = InfantryStingerMissileBackblast
2958      OrientToObject = Yes    
2959    End
2960  End
2961  
2962  
2963  ; -----------------------------------------------------------------------------------
2964  FXList FX_HumveeMissileIgnition
2965    ParticleSystem
2966      Name = TowMissileBackblast
2967      Offset = X:-15 Y:0 Z:0
2968      OrientToObject = Yes    
2969    End
2970  End
2971  
2972  ; ----------------------------------------------
2973  FXList FX_StructureDamaged
2974    Sound
2975      Name = BuildingImpactHeavy
2976    End
2977    ViewShake 
2978      Type = NORMAL
2979    End
2980    ParticleSystem
2981      Name = StructureDamagedFlash
2982    End
2983    ParticleSystem
2984      Name = StructureDamagedSmoke
2985    End
2986    ParticleSystem
2987      Name = StructureDamagedDebris
2988    End
2989  End
2990  
2991  ; ----------------------------------------------
2992  FXList FX_StructureDamagedNoShake
2993    Sound
2994      Name = BuildingDamage
2995    End
2996    ParticleSystem
2997      Name = StructureDamagedFlash
2998    End
2999    ParticleSystem
3000      Name = StructureDamagedSmoke
3001    End
3002    ParticleSystem
3003      Name = StructureDamagedDebris
3004    End
3005  End
3006  
3007  ; ----------------------------------------------
3008  FXList FX_StructureDamagedFlameNoShake
3009    Sound
3010      Name = NoSound
3011    End
3012    ParticleSystem
3013      Name = StructureDamagedFlash
3014    End
3015    ParticleSystem
3016      Name = StructureDamagedSmoke
3017    End
3018    ParticleSystem
3019      Name = StructureDamagedDebris
3020    End
3021  End
3022  
3023  ; ----------------------------------------------
3024  FXList WeaponFX_ComancheAntiTankMissileDetonation
3025    Sound
3026      Name = ExplosionRocketBuggyMissile
3027    End
3028    ParticleSystem
3029      Name = BuggyMissileExplosion
3030    End
3031    ParticleSystem
3032      Name = BuggyMissileExplosionSmoke
3033    End
3034  End
3035  
3036  ; ----------------------------------------------
3037  FXList WeaponFX_ComancheRocketPodRocketDetonation
3038    Sound
3039      Name = ExplosionRocketBuggyMissile
3040    End
3041    ParticleSystem
3042      Name = BuggyMissileExplosion
3043    End
3044    ParticleSystem
3045      Name = BuggyMissileExplosionSmoke
3046    End
3047  End
3048  
3049  ; ----------------------------------------------
3050  FXList WeaponFX_RocketBuggyMissileDetonation
3051    Sound
3052      Name = ExplosionRocketBuggyMissile
3053    End
3054    ParticleSystem
3055      Name = BuggyMissileExplosion
3056    End
3057    ParticleSystem
3058      Name = BuggyMissileExplosionSmoke
3059    End
3060    ParticleSystem
3061      Name = BuggyMissileExplosionLenzflare
3062    End
3063  End
3064  
3065  ; ----------------------------------------------
3066  FXList WeaponFX_SCUDMissileDetonationAnthrax
3067    ViewShake 
3068      Type = SEVERE
3069    End
3070  
3071    Sound
3072      Name = ExplosionScudExplosive
3073    End
3074  
3075    ParticleSystem
3076      Name = ScudMissleLauncherAnthraxExplosionArms
3077      Offset = X:0.0 Y:0.0 Z:2.0
3078    End
3079  
3080    ParticleSystem
3081      Name = ScudMissleLauncherAnthraxLenzFlare
3082      Offset = X:0.0 Y:0.0 Z:5.0
3083    End
3084  
3085    ParticleSystem
3086      Name = ScudMissleLauncherAnthraxExplosionTrailArms
3087      Offset = X:0.0 Y:0.0 Z:15.0
3088    End
3089  
3090  End
3091  
3092  ; ----------------------------------------------
3093  FXList WeaponFX_SCUDMissileDetonationToxin
3094    ViewShake 
3095      Type = SEVERE
3096    End
3097  
3098    Sound
3099      Name = ExplosionScudExplosive
3100    End
3101  
3102    ParticleSystem
3103      Name = ScudMissleLauncherToxinExplosionArms
3104      Offset = X:0.0 Y:0.0 Z:2.0
3105    End
3106  
3107    ParticleSystem
3108      Name = ScudMissleLauncherToxinLenzFlare
3109      Offset = X:0.0 Y:0.0 Z:5.0
3110    End
3111  
3112    ParticleSystem
3113      Name = ScudMissleLauncherToxinExplosionTrailArms
3114      Offset = X:0.0 Y:0.0 Z:15.0
3115    End
3116  
3117  End
3118  
3119  ; ----------------------------------------------
3120  FXList WeaponFX_TomahawkMissileDetonation
3121    Sound
3122      Name = ExplosionRocketBuggyMissile
3123    End
3124    ParticleSystem
3125      Name = BuggyMissileExplosion
3126    End
3127    ParticleSystem
3128      Name = BuggyMissileExplosionSmoke
3129    End
3130  End
3131  
3132  
3133  ; ----------------------------------------------
3134  FXList WeaponFX_HumveeMissileDetonation
3135    Sound
3136      Name = ExplosionRocketBuggyMissile
3137    End
3138    ParticleSystem
3139      Name = BuggyMissileExplosion
3140    End
3141    ParticleSystem
3142      Name = BuggyMissileExplosionSmoke
3143    End
3144  ;  ParticleSystem
3145  ;    Name = BuggyMissileDebris
3146  ;  End
3147  End
3148  
3149  ; ----------------------------------------------
3150  FXList WeaponFX_DragonTankMissileDetonation
3151    ParticleSystem 
3152      Name = FlamethrowerTarget
3153      OrientToObject = Yes
3154    End
3155    ParticleSystem 
3156      Name = FlameThrowerSpray
3157      OrientToObject = Yes
3158    End
3159  End
3160  
3161  ; ----------------------------------------------
3162  FXList WeaponFX_DragonTankMissileDetonationUpgraded
3163    ParticleSystem 
3164      Name = FlamethrowerTargetUpgraded
3165      OrientToObject = Yes
3166    End
3167    ParticleSystem 
3168      Name = FlameThrowerSprayUpgraded
3169      OrientToObject = Yes
3170    End
3171  End
3172  
3173  ; ----------------------------------------------
3174  FXList FX_RaptorMidAirCrashingExplosion
3175    ParticleSystem
3176      Name = BuggyMissileExplosion
3177    End
3178    ParticleSystem
3179      Name = BuggyMissileExplosionSmoke
3180    End
3181    ParticleSystem
3182      Name = BuggyMissileDebris
3183    End
3184  End
3185  
3186  ; ----------------------------------------------
3187  FXList FX_RaptorCrashExplosion
3188    ParticleSystem
3189      Name = LargeStructureExplosionShockwave
3190    End
3191    ParticleSystem
3192      Name = ExplosionLarge01
3193    End
3194    ParticleSystem
3195      Name = HotPillarArms
3196    End
3197    ViewShake 
3198      Type = NORMAL
3199    End
3200    TerrainScorch
3201      Type = RANDOM 
3202      Radius = 50
3203    End
3204  End
3205  
3206  
3207  ; ----------------------------------------------
3208  FXList WeaponFX_ToxinTruckMissileDetonation
3209    ParticleSystem 
3210      Name = ToxinTarget
3211      OrientToObject = Yes
3212    End
3213    ParticleSystem 
3214      Name = ToxinPuddle
3215      CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
3216    End
3217  End
3218  ; ----------------------------------------------
3219  FXList WeaponFX_ToxinTruckMissileDetonationUpgraded
3220    ParticleSystem 
3221      Name = AnthraxTarget
3222      OrientToObject = Yes
3223    End
3224    ParticleSystem 
3225      Name = AnthraxPuddle
3226      CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
3227    End
3228  End
3229  
3230  
3231  ; ----------------------------------------------
3232  FXList WeaponFX_CleanupToxinDetonation
3233    ParticleSystem 
3234      Name = CleanupTarget
3235      OrientToObject = Yes
3236    End
3237    ParticleSystem 
3238      Name = CleanupPuddle
3239      CreateAtGroundHeight = Yes ; This flag overrides given height offsets
3240    End
3241  End
3242  
3243  ; ----------------------------------------------
3244  FXList WeaponFX_ToxinTruckSprayNozzle
3245    ParticleSystem 
3246      Name = ToxinSpray
3247      OrientToObject = Yes
3248    End
3249    ParticleSystem 
3250      Name = ToxinPuddle
3251      CreateAtGroundHeight = Yes 
3252    End
3253  End
3254  
3255  ; ----------------------------------------------
3256  FXList WeaponFX_ToxinTruckSprayGround
3257    ParticleSystem 
3258      Name = ToxinPuddleLarge
3259      CreateAtGroundHeight = Yes
3260      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
3261    End
3262  End
3263  
3264  ; ----------------------------------------------
3265  FXList WeaponFX_ToxinTruckSprayNozzleUpgraded
3266    ParticleSystem 
3267      Name = AnthraxSpray
3268      OrientToObject = Yes
3269    End
3270    ParticleSystem 
3271      Name = AnthraxPuddle
3272      CreateAtGroundHeight = Yes 
3273    End
3274  End
3275  
3276  ; ----------------------------------------------
3277  FXList WeaponFX_ToxinTruckSprayGroundUpgraded
3278    ParticleSystem 
3279      Name = AnthraxPuddleLarge
3280      CreateAtGroundHeight = Yes
3281      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
3282    End
3283  End
3284  
3285  ; ----------------------------------------------
3286  FXList WeaponFX_StingerMissileDetonation
3287    Sound
3288      Name = ExplosionRocketBuggyMissile
3289    End
3290    ParticleSystem
3291      Name = BuggyMissileExplosion
3292    End
3293    ParticleSystem
3294      Name = BuggyMissileExplosionSmoke
3295    End
3296  End
3297  
3298  ; ----------------------------------------------
3299  FXList WeaponFX_MineDetonation
3300    Sound
3301      Name = MineExplosion
3302    End
3303    ParticleSystem
3304      Name = MineDebris
3305    End
3306    ParticleSystem
3307      Name = MineSmoke
3308    End
3309    ParticleSystem
3310      Name = MineFlash
3311      Offset = X:0.0 Y:0.0 Z:1.0
3312    End
3313    TerrainScorch
3314      Type = RANDOM 
3315      Radius = 15
3316    End
3317  End
3318  
3319  ; ----------------------------------------------
3320  FXList WeaponFX_WorkerMineDisarming
3321    Sound
3322      Name = MineClearedByWorker
3323    End
3324    ParticleSystem
3325      Name = MineDisarmingSmoke
3326    End
3327    ParticleSystem
3328      Name = MineDisarmingFlash
3329      Offset = X:0.0 Y:0.0 Z:1.0
3330    End
3331    TerrainScorch
3332      Type = RANDOM 
3333      Radius = 10
3334    End
3335  End
3336  
3337  ; ----------------------------------------------
3338  ; mine is disarmed with a subtle "whoomp"... 
3339  ; used when a dozer detonates one to disarm it
3340  FXList WeaponFX_DozerMineDisarming
3341    Sound
3342      Name = MineClearedByDozer
3343    End
3344    ParticleSystem
3345      Name = MineDisarmingSmoke
3346    End
3347    ParticleSystem
3348      Name = MineDisarmingFlash
3349      Offset = X:0.0 Y:0.0 Z:1.0
3350    End
3351    ParticleSystem
3352      Name = MineDisarmingDebris
3353    End
3354    TerrainScorch
3355      Type = RANDOM 
3356      Radius = 10
3357    End
3358  End
3359  
3360  ; ----------------------------------------------
3361  FXList WeaponFX_SuicideDynamitePackDetonation
3362    ParticleSystem
3363      Name = CarpetBombExplosionShockwave
3364    End
3365    ParticleSystem
3366      Name = ArmExplosionSmall01
3367    End
3368    ParticleSystem
3369      Name = HotPillarArms
3370    End
3371    ViewShake 
3372      Type = NORMAL
3373    End
3374    TerrainScorch
3375      Type = RANDOM 
3376      Radius = 15
3377    End
3378  End
3379  
3380  ;---------------------------------------------------------------
3381  ;*******************Required For CHI01_INTRO********************
3382  FXList WeaponFX_CINEConvoyNuke
3383  
3384    ViewShake 
3385      Type = SEVERE
3386    End
3387  
3388    Sound
3389      Name = ExplosionNeutron
3390    End
3391  
3392    ParticleSystem
3393      Name = NukeFlare
3394      InitialDelay = 0 0 UNIFORM   ;In milliseconds
3395      Offset = X:0.0 Y:0.0 Z:90.0
3396    End
3397  
3398    ParticleSystem
3399       Name = NukeMushroomExplosion
3400       InitialDelay = 200 200 UNIFORM   ;In milliseconds
3401       Offset = X:0.0 Y:0.0 Z:90.0
3402    End
3403  
3404    ParticleSystem
3405      Name = NukeMushroomCloudRing
3406      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
3407      Offset = X:0.0 Y:0.0 Z:105.0
3408    End
3409  
3410    ParticleSystem
3411      Name = NukeRing
3412      Offset = X:0.0 Y:0.0 Z:5.0
3413    End
3414  
3415    ParticleSystem
3416      Name = NukeBlastWave
3417      InitialDelay = 300 300 UNIFORM   ;In milliseconds
3418      ;Offset = X:0.0 Y:0.0 Z:45.0
3419      Offset = X:0.0 Y:0.0 Z:15.0
3420    End
3421  
3422    ParticleSystem
3423      Name = NukeShockwaveInverted
3424      InitialDelay = 300 300 UNIFORM   ;In milliseconds
3425      Offset = X:0.0 Y:0.0 Z:20.0
3426    End
3427  
3428    ParticleSystem
3429      Name = NukeMushroomStem
3430      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
3431      Offset = X:0.0 Y:0.0 Z:20.0
3432    End
3433  
3434    ParticleSystem
3435      Name = NukeShockwave
3436      InitialDelay = 200 200 UNIFORM   ;In milliseconds
3437      Offset = X:0.0 Y:0.0 Z:20.0
3438    End
3439  
3440    ParticleSystem
3441      Name = NukeMushroomRing
3442      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
3443      Offset = X:0.0 Y:0.0 Z:50.0
3444    End
3445  
3446    TerrainScorch
3447      Type = RANDOM 
3448      Radius = 250
3449    End
3450  
3451  End
3452  
3453  ; ----------------------------------------------
3454  FXList WeaponFX_TNTStickyBombDetonation
3455    ParticleSystem
3456      Name = LargeStructureExplosionShockwave
3457    End
3458    ParticleSystem
3459      Name = ExplosionLarge01
3460    End
3461    ParticleSystem
3462      Name = HotPillarArms
3463    End
3464    ViewShake 
3465      Type = NORMAL
3466    End
3467    TerrainScorch
3468      Type = RANDOM 
3469      Radius = 50
3470    End
3471  End
3472  
3473  ; ----------------------------------------------
3474  FXList FX_GLADemoTrapWarning
3475    Sound
3476      Name = GLADemoChargeAlarm
3477    End
3478  End
3479  
3480  ; ----------------------------------------------
3481  FXList WeaponFX_DemoTrapDetonation
3482    Sound
3483      Name = DemoTrapExplosion
3484    End
3485    ParticleSystem
3486      Name = BombTruckDefaultExplosionArms
3487    End
3488    ParticleSystem
3489      Name = BombTruckDefaultLenzFlare
3490    End
3491    ParticleSystem
3492      Name = BombTruckHEShockwave
3493    End
3494    TerrainScorch
3495      Type = RANDOM 
3496      Radius = 15
3497    End
3498  End
3499  
3500  ; ----------------------------------------------
3501  FXList CINE_WeaponFX_DemoTrapDetonation
3502    Sound
3503      Name = ExplosionMiniNuke
3504    End
3505    ParticleSystem
3506      Name = LargeStructureExplosionShockwave
3507    End
3508    ParticleSystem
3509      Name = ExplosionLarge01
3510    End
3511    ParticleSystem
3512      Name = HotPillarArms
3513    End
3514    ViewShake 
3515      Type = NORMAL
3516    End
3517    TerrainScorch
3518      Type = RANDOM 
3519      Radius = 50
3520    End
3521  End
3522  
3523  ; ----------------------------------------------
3524  FXList WeaponFX_RangerFlashBangGrenadeDetonation
3525    ParticleSystem
3526      Name = FlashBangNormal
3527      Offset = X:0 Y:0 Z:4
3528    End
3529    ParticleSystem
3530      Name = FlashBangNormalSpark
3531    End
3532    Sound
3533      Name = ExplosionFlashBang
3534    End
3535  End
3536  
3537  ; ----------------------------------------------------------------------------
3538  ; DaisyCutter explodes and sprays gas into the air
3539  ; ----------------------------------------------------------------------------
3540  FXList FX_DaisyCutterExplode
3541    ParticleSystem
3542      Name             = BuggySubExplosion
3543    End
3544    ParticleSystem
3545      Name             = DaisyExplosionGasSpray
3546    End
3547    ParticleSystem
3548      Name             = DaisyExplosionScatter
3549      AttachToObject   = Yes
3550      InitialDelay     = 500 500 UNIFORM
3551    End
3552    Sound
3553      Name = DaisyCutterGas
3554    End
3555  End
3556  
3557  ; ----------------------------------------------------------------------------
3558  ; DaisyCutter gas ignition sequence
3559  ; ----------------------------------------------------------------------------
3560  FXList FX_DaisyCutterIgnite
3561    ParticleSystem
3562      Name         = DaisyExplosionScatterIgnite1
3563    End
3564    ParticleSystem
3565      Name         = DaisyExplosionScatterIgnite2
3566      InitialDelay = 500 500 UNIFORM
3567    End
3568    ParticleSystem
3569      Name         = DaisyFlameShockwave
3570      InitialDelay = 1000 1000 UNIFORM
3571    End
3572    Sound
3573      Name = DaisyCutterIgnite
3574    End
3575  End
3576  
3577  ; ----------------------------------------------------------------------------
3578  ; DaisyCutter final explosion wave
3579  ; ----------------------------------------------------------------------------
3580  FXList FX_DaisyCutterFinalExplosion
3581    Sound
3582      Name = ExplosionDaisyCutter
3583    End
3584    ViewShake 
3585      Type = SEVERE
3586    End 
3587  End
3588  
3589  ; ----------------------------------------------------------------------------
3590  ; GLA Death #1
3591  ; Catches fire and burnes for a random time
3592  ; Shoots off fake missiles at random
3593  ; Explodes
3594  ; ----------------------------------------------------------------------------
3595  FXList FX_RocketBuggyCatchFire
3596    ParticleSystem
3597      Name = BuggyFire
3598      AttachToObject = Yes    
3599    End
3600  End
3601  
3602  FXList FX_BuggyMissileDebris
3603    ParticleSystem
3604      Name = MissileExhaust
3605      AttachToObject = Yes    
3606    End
3607  End
3608  
3609  FXList FX_BuggyDeathExplosion
3610    ParticleSystem
3611      Name = BuggyExplosion
3612    End
3613    ParticleSystem
3614      Name = BuggyExplosionDebris
3615    End
3616    ViewShake 
3617      Type = SUBTLE
3618    End
3619    Sound
3620      Name = CarDie
3621    End
3622  End
3623  
3624  FXList FX_BuggyTurretExplode
3625    ParticleSystem
3626      Name = BuggyTurretExplosion
3627      OrientToObject = Yes
3628    End
3629  End
3630  
3631  ; ----------------------------------------------------------------------------
3632  ; GLARocketBuggy Death #2
3633  ; Explosion throws buggy-like debris into air
3634  ; Random air time
3635  ; Debris explodes into chunks and tires
3636  ; ----------------------------------------------------------------------------
3637  FXList FX_RocketBuggyAirDeathAirPart
3638    ParticleSystem
3639      Name = BuggyNewAirDeathExplosionAirPart
3640    End
3641    ParticleSystem
3642      Name = BuggyNewExplosionLenzflare
3643    End
3644    ParticleSystem
3645      Name = BuggyNewAirDeathSubExplosionSmoke 
3646      Count = 3
3647      Radius = 15 30 UNIFORM
3648      Height = 0 20 UNIFORM
3649      InitialDelay = 167 667 UNIFORM
3650    End
3651    Sound
3652      Name = CarDie
3653    End
3654  End
3655  
3656  FXList FX_RocketBuggyAirDeathGroundPart
3657    ParticleSystem
3658      Name = BuggyExplosionAirDeathGroundPart
3659    End
3660    ParticleSystem
3661      Name = BuggyNewExplosionShockwave
3662    End
3663    ParticleSystem
3664      Name = BuggyExplosionSmokeAirDeathGroundPart
3665    End
3666    ParticleSystem
3667      Name = BuggyNewExplosionLenzflare
3668    End
3669    ParticleSystem
3670      Name = BuggyDebrisTrail
3671      AttachToObject = Yes    
3672    End
3673    Sound
3674      Name = CarDie
3675    End
3676  End
3677  
3678  ; ----------------------------------------------------------------------------
3679  ; Scout Drone Death Stuff
3680  ; Just a small explosion
3681  ; ----------------------------------------------------------------------------
3682  
3683  FXList FX_AmericaScoutDroneExplode
3684    ParticleSystem
3685      Name = ScoutDroneExplosion
3686      OrientToObject = Yes
3687    End
3688  
3689    Sound
3690      Name = ScoutDroneDie
3691    End
3692  End
3693  
3694  ; ----------------------------------------------------------------------------
3695  ; Battle Drone Death Stuff
3696  ; Just a small explosion
3697  ; ----------------------------------------------------------------------------
3698  
3699  FXList FX_AmericaBattleDroneExplode
3700    ParticleSystem
3701      Name = BattleDroneExplosion
3702      OrientToObject = Yes
3703    End
3704  
3705    Sound
3706      Name = BattleDroneDie
3707    End
3708  End
3709  
3710  ; ----------------------------------------------------------------------------
3711  ; GLARocketBuggy Death #3
3712  ; Just a big explosion
3713  ; ----------------------------------------------------------------------------
3714  FXList FX_BuggyNewDeathExplosion
3715    ParticleSystem
3716      Name = BuggyNewExplosionSmoke
3717    End
3718    ParticleSystem
3719      Name = BuggyNewExplosionDebris2
3720    End
3721    ParticleSystem
3722      Name = BuggyNewExplosionShockwave
3723    End
3724    ViewShake 
3725      Type = STRONG
3726    End
3727    TerrainScorch
3728      Type = RANDOM 
3729      Radius = 15
3730    End
3731    Sound
3732      Name = CarDie
3733    End 
3734  End
3735  
3736  FXList FX_BuggyNew_DeathEffect
3737    ParticleSystem
3738      Name = BuggyNewExplosionArms
3739    End
3740    Sound
3741      Name = CarDie
3742    End
3743  End
3744  
3745  ; ----------------------------------------------
3746  FXList WeaponFX_ToppledStructureShockwave
3747    ParticleSystem
3748      Name = Explosion
3749    End
3750    ParticleSystem
3751      Name = ExplosionSmoke
3752    End
3753  End
3754  
3755  FXList FX_DefaultStructureCrushing
3756    ParticleSystem
3757      Name = CrushingBuildingExplosion
3758    End
3759    ParticleSystem
3760      Name = StructureToppleShockwave
3761    End
3762    ParticleSystem
3763      Name = StructureToppleCrushingSmoke
3764    End
3765    ViewShake 
3766      Type = NORMAL
3767    End
3768  End
3769  
3770  FXList FX_DefaultStructureToppling
3771    Sound
3772      Name = BuildingDamage
3773    End
3774    ParticleSystem
3775      Name = CrushingBuildingExplosion
3776    End
3777    ParticleSystem
3778      Name = StructureToppleShockwave
3779    End
3780  End
3781  
3782  FXList FX_DefaultStructureToppleDone
3783    Sound
3784      Name = BuildingDestroyStone
3785    End
3786  End
3787  
3788  FXList FX_DefaultStructureToppleStart
3789    ParticleSystem
3790      Name = StructureToppleStartExplosion
3791    End
3792    ParticleSystem
3793      Name = StructureToppleStartShockwave
3794    End
3795  End
3796  
3797  FXList FX_DefaultStructureSecondary
3798    ParticleSystem
3799      Name = StructureToppleSecondaryExplosion
3800    End
3801  End
3802  
3803  FXList FX_DefaultStructureToppleDelay
3804    Sound
3805      Name = BuildingToppleDelayStone
3806    End
3807    ParticleSystem
3808      Name = StructureToppleDelayExplosion
3809    End
3810  End
3811  
3812  FXList FX_StructureToppleAngle20
3813    Sound
3814      Name = BuildingFallingStone
3815    End
3816  End
3817  
3818  ;--------------------------------------------------------
3819  FXList FX_DefaultMetalStructureToppleDelay
3820    Sound
3821      Name = BuildingToppleDelayMetal
3822    End
3823    ParticleSystem
3824      Name = StructureToppleDelayExplosion
3825    End
3826  End
3827  
3828  FXList FX_MetalStructureToppleAngle20
3829    Sound
3830      Name = BuildingFallingMetal
3831    End
3832  End
3833  
3834  ;--------------------------------------------------------
3835  ; Small Structure Collapse FX
3836  ;--------------------------------------------------------
3837  FXList FX_SmallTowerCrushing
3838    ParticleSystem
3839      Name = SmallCrushingBuildingExplosion
3840    End
3841    ParticleSystem
3842      Name = SmallStructureToppleShockwave
3843    End
3844    ParticleSystem
3845      Name = SmallStructureToppleCrushingSmoke
3846    End
3847    ViewShake 
3848      Type = NORMAL
3849    End
3850  End
3851  
3852  
3853  ;--------------------------------------------------------
3854  ; Structure Collapse FX
3855  ;--------------------------------------------------------
3856  FXList FX_StructureCollapseInitial
3857    Sound
3858      Name = BuildingDamage
3859    End
3860    ParticleSystem
3861      Name = StructureCollapseInitialExplosion
3862    End
3863    ParticleSystem
3864      Name = StructureCollapseInitialShockwave
3865    End
3866  End
3867  
3868  FXList FX_StructureCollapseDelay
3869    Sound
3870      Name = BuildingCollapse1
3871    End
3872    ParticleSystem
3873      Name = StructureCollapseDelayExplosion
3874    End
3875    ParticleSystem
3876      Name = StructureCollapseDelayShockwave
3877    End
3878  End
3879  
3880  FXList FX_StructureCollapseBurst
3881    Sound
3882      Name = BuildingCollapse2
3883    End
3884    ParticleSystem
3885      Name = StructureCollapseBurstExplosion
3886    End
3887    ParticleSystem
3888      Name = StructureCollapseBurstFlash
3889    End
3890    ParticleSystem
3891      Name = StructureCollapseBurstShockwave
3892    End
3893  End
3894  
3895  FXList FX_StructureCollapseFinal
3896    Sound
3897      Name = BuildingCollapse3
3898    End
3899    ParticleSystem
3900      Name = StructureCollapseFinalExplosion
3901    End
3902    ParticleSystem
3903      Name = StructureCollapseFinalShockwave
3904    End
3905  End
3906  
3907  ; -----------------------------------------------------------------------------
3908  ; Helicopter starting death sequence
3909  ; -----------------------------------------------------------------------------
3910  FXList FX_HelicopterStartDeath
3911    ParticleSystem
3912      Name = SubExplosionSmoke02
3913      Offset = X:0 Y:0 Z:5
3914    End
3915    Sound
3916      Name = ComancheDie
3917    End
3918  
3919  End
3920  
3921  ; -----------------------------------------------------------------------------
3922  ; Helicopter "blade" explosion phase in a chopper spirialing down to death
3923  ; -----------------------------------------------------------------------------
3924  FXList FX_HelicopterBladeExplosion
3925    ParticleSystem
3926      Name = TankStruckSparks
3927      Count = 5
3928      Radius = 5 5 UNIFORM
3929    End
3930    Sound
3931      Name = ComancheSpinExplosion
3932    End 
3933  End
3934  
3935  ; -----------------------------------------------------------------------------
3936  ; The helicopter hit ground effect
3937  ; -----------------------------------------------------------------------------
3938  FXList FX_HelicopterHitGround
3939    ParticleSystem
3940      Name = CarCrushDebris
3941    End
3942    ParticleSystem
3943      Name = HotPillarArms
3944    End
3945    Sound
3946      Name = ComancheCrash
3947    End 
3948    ViewShake 
3949      Type = SUBTLE
3950    End
3951  End
3952  
3953  FXList FX_HelicopterHitGroundGlobal
3954    ParticleSystem
3955      Name = CarCrushDebris
3956    End
3957    ParticleSystem
3958      Name = HotPillarArms
3959    End
3960    Sound
3961      Name = ComancheCrash
3962    End 
3963    ViewShake 
3964      Type = SUBTLE
3965    End
3966  End
3967  
3968  ; -----------------------------------------------------------------------------
3969  ; The helicopter on the ground finally blows up effect
3970  ; -----------------------------------------------------------------------------
3971  FXList FX_GroundedHelicopterBlowUp
3972    ParticleSystem
3973      Name = ArmExplosionSmall01
3974    End
3975    ParticleSystem
3976      Name = MammothTankSubExplosionSmoke 
3977      Count = 3
3978      Radius = 5 5 UNIFORM
3979      InitialDelay = 100 100 UNIFORM
3980    End
3981    Sound
3982      Name = CarDie
3983    End
3984    ViewShake 
3985      Type = STRONG
3986    End
3987  End
3988  
3989  ; ----------------------------------------------
3990  ; The FXList that gets played at bone Fire01 when
3991  ; the GLA power plant goes to the damaged state.
3992  ; ----------------------------------------------
3993  FXList FX_GLAPowerPlantDamagedExplosion1
3994    Sound
3995      Name = BuildingDamage
3996    End
3997  
3998     ; firey "heart" of the explosion
3999    ParticleSystem
4000      Name = GLAPowerPlantDamagedExplosion
4001      Count = 2
4002      InitialDelay = 0 200 UNIFORM
4003    End
4004  
4005    ; grey "dusty" clouds
4006    ParticleSystem
4007      Name = GLAPowerPlantDamagedShockwave
4008      InitialDelay = 0 200 UNIFORM
4009    End
4010  End
4011  
4012  ; ----------------------------------------------
4013  ; The FXList that gets played at bone Fire02 when
4014  ; the GLA power plant goes to the damaged state.
4015  ; ----------------------------------------------
4016  FXList FX_GLAPowerPlantDamagedExplosion2
4017    Sound
4018      Name = BuildingDamage
4019    End
4020  
4021    ; firey "heart" of the explosion
4022    ParticleSystem
4023      Name = GLAPowerPlantDamagedExplosion
4024      Count = 2
4025      InitialDelay = 0 200 UNIFORM
4026    End
4027  
4028    ; grey "dusty" clouds
4029    ParticleSystem
4030      Name = GLAPowerPlantDamagedShockwave
4031      InitialDelay = 0 200 UNIFORM
4032    End
4033  End
4034  
4035  ; ----------------------------------------------
4036  ; The FXList that gets played at bone Fire03 when
4037  ; the GLA power plant goes to the damaged state.
4038  ; ----------------------------------------------
4039  FXList FX_GLAPowerPlantDamagedExplosion3
4040    Sound
4041      Name = BuildingDamage
4042    End
4043  
4044    ; firey "heart" of the explosion
4045    ParticleSystem
4046      Name = GLAPowerPlantDamagedExplosion
4047      Count = 2
4048      InitialDelay = 0 200 UNIFORM
4049    End
4050  
4051    ; grey "dusty" clouds
4052    ParticleSystem
4053      Name = GLAPowerPlantDamagedShockwave
4054      InitialDelay = 0 200 UNIFORM
4055    End
4056  End
4057  
4058  ; ----------------------------------------------
4059  ; Death FX list for the GLA power plant.
4060  ; ----------------------------------------------
4061  FXList FX_GLAPowerPlantDeathStart
4062    Sound
4063      Name = BuildingDamage
4064    End
4065  
4066    ; firey "heart" of the explosion
4067    ParticleSystem
4068      Name = GLAPowerPlantDeathExplosion1
4069      Offset = X:-3.532 Y:30 Z:2
4070      Count = 2
4071    End
4072  
4073    ; grey "dusty" clouds
4074    ParticleSystem
4075      Name = GLAPowerPlantDeathShockwave2
4076      Offset = X:-3.532 Y:30 Z:2
4077    End
4078  
4079    ParticleSystem
4080      Name = GLAPowerPlantDeathExplosion1
4081      Offset = X:-9.08 Y:-8.547 Z:1
4082    End
4083  
4084    ParticleSystem
4085      Name = GLAPowerPlantDeathShockwave2
4086      Offset = X:-9.08 Y:-8.547 Z:1
4087    End
4088  
4089    ViewShake
4090      Type = NORMAL
4091    End
4092  End
4093  
4094  ; ----------------------------------------------
4095  ; Death FX list for the GLA power plant.
4096  ; ----------------------------------------------
4097  FXList FX_GLAPowerPlantDeathFinal
4098    Sound
4099      Name = BuildingDamage
4100    End
4101  
4102    ; firey "heart" of the explosion
4103    ParticleSystem
4104      Name = GLAPowerPlantDeathExplosion2
4105      Offset = X:-3.532 Y:30 Z:26.822
4106      Count = 2
4107    End
4108  
4109    ; grey "dusty" clouds
4110    ParticleSystem
4111      Name = GLAPowerPlantDeathShockwave2
4112      Offset = X:-3.532 Y:30 Z:26.822
4113    End
4114  
4115    ParticleSystem
4116      Name = GLAPowerPlantDeathExplosion2
4117      Offset = X:-9.08 Y:-8.547 Z:16.598
4118    End
4119  
4120    ViewShake
4121      Type = NORMAL
4122    End
4123  End
4124  
4125  ; ----------------------------------------------
4126  
4127  ; ----------------------------------------------
4128  FXList FX_DamWaterSpray01
4129  
4130    ParticleSystem
4131      Name = WaterSpraySplash
4132      OrientToObject = Yes    
4133      InitialDelay = 50 5000 UNIFORM   ;In milliseconds
4134    End
4135  
4136  End
4137  
4138  ; ----------------------------------------------
4139  FXList FX_Nuke
4140  
4141    ViewShake 
4142      Type = SEVERE
4143    End
4144  
4145    Sound
4146      Name = ExplosionNeutron
4147    End
4148  
4149    ;******* Blinding Nuke Detonation Flash *******
4150    ParticleSystem 
4151      Name = NukeFlashLarge
4152      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4153      Offset = X:0.0 Y:0.0 Z:90.0
4154    End
4155    ;**********************************************
4156  
4157    ParticleSystem
4158      Name = NukeFlare
4159      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4160      Offset = X:0.0 Y:0.0 Z:90.0
4161    End
4162  
4163    ParticleSystem
4164       Name = NukeMushroomExplosion
4165       InitialDelay = 200 200 UNIFORM   ;In milliseconds
4166       Offset = X:0.0 Y:0.0 Z:90.0
4167    End
4168  
4169    ParticleSystem
4170      Name = NukeMushroomCloudRing
4171      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4172      Offset = X:0.0 Y:0.0 Z:105.0
4173    End
4174  
4175    ParticleSystem
4176      Name = NukeRing
4177      Offset = X:0.0 Y:0.0 Z:5.0
4178    End
4179  
4180    ParticleSystem
4181      Name = NukeBlastWave
4182      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4183      ;Offset = X:0.0 Y:0.0 Z:45.0
4184      Offset = X:0.0 Y:0.0 Z:15.0
4185    End
4186  
4187    ParticleSystem
4188      Name = NukeShockwaveInverted
4189      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4190      Offset = X:0.0 Y:0.0 Z:30.0
4191    End
4192  
4193    ParticleSystem
4194      Name = NukeMushroomStem
4195      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4196      Offset = X:0.0 Y:0.0 Z:30.0
4197    End
4198  
4199    ParticleSystem
4200      Name = NukeShockwave
4201      InitialDelay = 200 200 UNIFORM   ;In milliseconds
4202      Offset = X:0.0 Y:0.0 Z:30.0
4203    End
4204  
4205    ParticleSystem
4206      Name = NukeMushroomRing
4207      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
4208      Offset = X:0.0 Y:0.0 Z:50.0
4209    End
4210  
4211    ParticleSystem
4212      Name = NukeRadiationInitial
4213      InitialDelay = 3000 3000 UNIFORM   ;In milliseconds
4214      Offset = X:0.0 Y:0.0 Z:0.0
4215    End
4216  
4217  End
4218  
4219  ; ----------------------------------------------
4220  FXList FX_BaikonurNuke
4221  
4222    ViewShake 
4223      Type = SEVERE
4224    End
4225  
4226    Sound
4227      Name = ExplosionNeutron
4228    End
4229  
4230    ParticleSystem
4231      Name = NukeBaikonurFlare
4232      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4233      Offset = X:0.0 Y:0.0 Z:90.0
4234    End
4235  
4236    ParticleSystem
4237       Name = NukeBaikonurMushroomExplosion
4238       InitialDelay = 200 200 UNIFORM   ;In milliseconds
4239       Offset = X:0.0 Y:0.0 Z:90.0
4240    End
4241  
4242    ParticleSystem
4243      Name = NukeBaikonurMushroomCloudRing
4244      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4245      Offset = X:0.0 Y:0.0 Z:105.0
4246    End
4247  
4248    ParticleSystem
4249      Name = NukeBaikonurRing
4250      Offset = X:0.0 Y:0.0 Z:5.0
4251    End
4252  
4253    ParticleSystem
4254      Name = NukeBlastWave
4255      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4256      ;Offset = X:0.0 Y:0.0 Z:45.0
4257      Offset = X:0.0 Y:0.0 Z:15.0
4258    End
4259  
4260    ParticleSystem
4261      Name = NukeBaikonurShockwaveInverted
4262      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4263      Offset = X:0.0 Y:0.0 Z:20.0
4264    End
4265  
4266    ParticleSystem
4267      Name = NukeBaikonurMushroomStem
4268      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4269      Offset = X:0.0 Y:0.0 Z:20.0
4270    End
4271  
4272    ParticleSystem
4273      Name = NukeBaikonurShockwave
4274      InitialDelay = 200 200 UNIFORM   ;In milliseconds
4275      Offset = X:0.0 Y:0.0 Z:10.0
4276    End
4277  
4278    ParticleSystem
4279      Name = NukeBaikonurMushroomRing
4280      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
4281      Offset = X:0.0 Y:0.0 Z:50.0
4282    End
4283  
4284  End
4285  
4286  ; ----------------------------------------------
4287  FXList FX_NukeGLA
4288  
4289    ViewShake 
4290      Type = SEVERE
4291    End
4292  
4293    Sound
4294      Name = ExplosionMiniNuke
4295    End
4296  
4297    ;******* Blinding Nuke Detonation Flash *******
4298    ParticleSystem 
4299      Name = NukeFlashLarge
4300      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4301      Offset = X:0.0 Y:0.0 Z:90.0
4302    End
4303    ;**********************************************
4304  
4305    ParticleSystem
4306      Name = NukeGLAFlare
4307      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4308      Offset = X:0.0 Y:0.0 Z:90.0
4309    End
4310  
4311    ParticleSystem
4312       Name = NukeGLAMushroomExplosion
4313       InitialDelay = 200 200 UNIFORM   ;In milliseconds
4314       Offset = X:0.0 Y:0.0 Z:90.0
4315    End
4316  
4317    ParticleSystem
4318      Name = NukeGLAMushroomCloudRing
4319      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4320      Offset = X:0.0 Y:0.0 Z:105.0
4321    End
4322  
4323    ParticleSystem
4324      Name = NukeGLARing
4325      Offset = X:0.0 Y:0.0 Z:5.0
4326    End
4327  
4328    ParticleSystem
4329      Name = NukeGLABlastWave
4330      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4331      ;Offset = X:0.0 Y:0.0 Z:45.0
4332      Offset = X:0.0 Y:0.0 Z:15.0
4333    End
4334  
4335    ParticleSystem
4336      Name = NukeGLAShockwaveInverted
4337      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4338      Offset = X:0.0 Y:0.0 Z:20.0
4339    End
4340  
4341    ParticleSystem
4342      Name = NukeGLAMushroomStem
4343      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4344      Offset = X:0.0 Y:0.0 Z:20.0
4345    End
4346  
4347    ParticleSystem
4348      Name = NukeGLAShockwave
4349      InitialDelay = 200 200 UNIFORM   ;In milliseconds
4350      Offset = X:0.0 Y:0.0 Z:20.0
4351    End
4352  
4353    ParticleSystem
4354      Name = NukeGLAMushroomRing
4355      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
4356      Offset = X:0.0 Y:0.0 Z:50.0
4357    End
4358  
4359  End
4360  
4361  ; ----------------------------------------------
4362  FXList WeaponFX_SmallFireFieldWeapon
4363    ParticleSystem
4364      Name = FireFieldSmall
4365      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4366      Offset = X:0.0 Y:0.0 Z:1.0
4367    End
4368  End
4369  
4370  ; ----------------------------------------------
4371  FXList WeaponFX_SmallFireFieldWeaponUpgraded
4372    ParticleSystem
4373      Name = BlackFireFieldSmall
4374      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4375      Offset = X:0.0 Y:0.0 Z:1.0
4376    End
4377  End
4378  
4379  ; ----------------------------------------------
4380  FXList WeaponFX_LargePoisonFieldWeapon
4381    ParticleSystem
4382      Name = PoisonFieldLarge
4383      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4384      Offset = X:0.0 Y:0.0 Z:1.0
4385    End
4386  End
4387  
4388  ; ----------------------------------------------
4389  FXList WeaponFX_MediumPoisonFieldWeapon
4390    ParticleSystem
4391      Name = PoisonFieldMedium
4392      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4393      Offset = X:0.0 Y:0.0 Z:1.0
4394    End
4395  End
4396  
4397  ; ----------------------------------------------
4398  FXList WeaponFX_SmallPoisonFieldWeapon
4399    ParticleSystem
4400      Name = PoisonFieldSmall
4401      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4402      Offset = X:0.0 Y:0.0 Z:1.0
4403    End
4404  End
4405  
4406  ; ----------------------------------------------
4407  FXList WeaponFX_LargePoisonFieldWeaponUpgraded
4408    ParticleSystem
4409      Name = AnthraxFieldLarge
4410      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4411      Offset = X:0.0 Y:0.0 Z:1.0
4412    End
4413  End
4414  
4415  ; ----------------------------------------------
4416  FXList WeaponFX_MediumPoisonFieldWeaponUpgraded
4417    ParticleSystem
4418      Name = AnthraxFieldMedium
4419      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4420      Offset = X:0.0 Y:0.0 Z:1.0
4421    End
4422  End
4423  
4424  ; ----------------------------------------------
4425  FXList WeaponFX_SmallPoisonFieldWeaponUpgraded
4426    ParticleSystem
4427      Name = AnthraxFieldSmall
4428      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4429      Offset = X:0.0 Y:0.0 Z:1.0
4430    End
4431  End
4432  
4433  ; ----------------------------------------------
4434  FXList WeaponFX_LargeRadiationFieldWeapon
4435    ParticleSystem
4436      Name = RadiationFieldLarge
4437      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4438      Offset = X:0.0 Y:0.0 Z:1.0
4439    End
4440  End
4441  
4442  ; ----------------------------------------------
4443  FXList WeaponFX_MediumRadiationFieldWeapon
4444    ParticleSystem
4445      Name = RadiationFieldMedium
4446      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4447      Offset = X:0.0 Y:0.0 Z:1.0
4448    End
4449  End
4450  
4451  ; ----------------------------------------------
4452  FXList WeaponFX_SmallRadiationFieldWeapon
4453    ParticleSystem
4454      Name = RadiationFieldSmall
4455      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4456      Offset = X:0.0 Y:0.0 Z:1.0
4457    End
4458  End
4459  
4460  ; ----------------------------------------------
4461  FXList FX_GLAViralOutbreak
4462    ParticleSystem
4463      Name = GLAViralOutbreakClouds
4464      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4465      Offset = X:0.0 Y:0.0 Z:2.0
4466    End
4467  
4468    ParticleSystem
4469      Name = GLAViralOutbreakFumes
4470      InitialDelay = 500 500 UNIFORM   ;In milliseconds
4471      Offset = X:0.0 Y:0.0 Z:2.0
4472    End
4473  End
4474  
4475  
4476  ; ----------------------------------------------
4477  FXList FX_ParticleTestFX
4478  
4479  End
4480  
4481  ; ----------------------------------------------
4482  FXList WeaponFX_SCUDMissileDetonationExplosive
4483  
4484    ViewShake 
4485      Type = SEVERE
4486    End
4487  
4488    Sound
4489      Name = ExplosionScudExplosive
4490    End
4491  
4492    ParticleSystem
4493      Name = ScudMissleLauncherExplosionArms
4494      Offset = X:0.0 Y:0.0 Z:2.0
4495    End
4496  
4497    ParticleSystem
4498      Name = ScudMissleLauncherLenzFlare
4499      Offset = X:0.0 Y:0.0 Z:10.0
4500    End
4501  
4502    ParticleSystem
4503      Name = ScudMissleLauncherExplosionTrailArms
4504      Offset = X:0.0 Y:0.0 Z:15.0
4505    End
4506  
4507  End
4508  
4509  ; ----------------------------------------------
4510  FXList FX_ChinaPowerPlantDeath
4511  
4512    ViewShake 
4513      Type = SEVERE
4514    End
4515  
4516    Sound
4517      Name = ExplosionMiniNuke
4518    End
4519  
4520    ParticleSystem
4521      Name = NukeCannonFlare
4522      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4523      Offset = X:0.0 Y:0.0 Z:40.0
4524    End
4525  
4526    ParticleSystem
4527       Name = NukeCannonMushroomExplosion
4528       InitialDelay = 200 200 UNIFORM   ;In milliseconds
4529       Offset = X:0.0 Y:0.0 Z:40.0
4530    End
4531  
4532    ParticleSystem
4533      Name = NukeCannonMushroomCloudRing
4534      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4535      Offset = X:0.0 Y:0.0 Z:45.0
4536    End
4537  
4538    ParticleSystem
4539      Name = NukeCannonRing
4540      Offset = X:0.0 Y:0.0 Z:5.0
4541    End
4542  
4543    ParticleSystem
4544      Name = NukeCannonBlastWave
4545      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4546      Offset = X:0.0 Y:0.0 Z:10.0
4547    End
4548  
4549    ParticleSystem
4550      Name = NukeCannonShockwaveInverted
4551      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4552      Offset = X:0.0 Y:0.0 Z:20.0
4553    End
4554  
4555    ParticleSystem
4556      Name = NukeCannonMushroomStem
4557      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4558      Offset = X:0.0 Y:0.0 Z:20.0
4559    End
4560  
4561    ParticleSystem
4562      Name = NukeCannonShockwave
4563      InitialDelay = 200 200 UNIFORM   ;In milliseconds
4564      Offset = X:0.0 Y:0.0 Z:20.0
4565    End
4566  
4567    ParticleSystem
4568      Name = NukeCannonMushroomRing
4569      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
4570      Offset = X:0.0 Y:0.0 Z:35.0
4571    End
4572  
4573  End
4574  
4575  ; ----------------------------------------------
4576  FXList WeaponFX_NukeCannon
4577  
4578    ViewShake 
4579      Type = SEVERE
4580    End
4581  
4582    Sound
4583      Name = ExplosionMiniNuke
4584    End
4585  
4586    ParticleSystem
4587      Name = NukeCannonFlare
4588      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4589      Offset = X:0.0 Y:0.0 Z:40.0
4590    End
4591  
4592    ParticleSystem
4593       Name = NukeCannonMushroomExplosion
4594       InitialDelay = 200 200 UNIFORM   ;In milliseconds
4595       Offset = X:0.0 Y:0.0 Z:40.0
4596    End
4597  
4598    ParticleSystem
4599      Name = NukeCannonMushroomCloudRing
4600      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4601      Offset = X:0.0 Y:0.0 Z:45.0
4602    End
4603  
4604    ParticleSystem
4605      Name = NukeCannonRing
4606      Offset = X:0.0 Y:0.0 Z:5.0
4607    End
4608  
4609    ParticleSystem
4610      Name = NukeCannonBlastWave
4611      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4612      Offset = X:0.0 Y:0.0 Z:10.0
4613    End
4614  
4615    ParticleSystem
4616      Name = NukeCannonShockwaveInverted
4617      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4618      Offset = X:0.0 Y:0.0 Z:20.0
4619    End
4620  
4621    ParticleSystem
4622      Name = NukeCannonMushroomStem
4623      InitialDelay = 200 200 UNIFORM   ;In milliseconds
4624      Offset = X:0.0 Y:0.0 Z:20.0
4625    End
4626  
4627    ParticleSystem
4628      Name = NukeCannonMushroomRing
4629      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
4630      Offset = X:0.0 Y:0.0 Z:35.0
4631    End
4632  
4633  End
4634  
4635  ; ----------------------------------------------
4636  FXList WeaponFX_BaikonurRocket
4637    ViewShake 
4638      Type = SEVERE
4639    End
4640  
4641    Sound
4642      Name = ExplosionMiniNuke
4643    End
4644  
4645    ParticleSystem
4646      Name = NukeCannonFlare
4647      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4648      Offset = X:0.0 Y:0.0 Z:40.0
4649    End
4650  
4651    ParticleSystem
4652       Name = NukeCannonMushroomExplosion
4653       InitialDelay = 200 200 UNIFORM   ;In milliseconds
4654       Offset = X:0.0 Y:0.0 Z:40.0
4655    End
4656  
4657    ParticleSystem
4658      Name = NukeCannonMushroomCloudRing
4659      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4660      Offset = X:0.0 Y:0.0 Z:45.0
4661    End
4662  
4663    ParticleSystem
4664      Name = NukeCannonRing
4665      Offset = X:0.0 Y:0.0 Z:5.0
4666    End
4667  
4668    ParticleSystem
4669      Name = NukeCannonBlastWave
4670      InitialDelay = 500 500 UNIFORM   ;In milliseconds
4671      Offset = X:0.0 Y:0.0 Z:10.0
4672    End
4673  
4674    ParticleSystem
4675      Name = NukeCannonShockwaveInverted
4676      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4677      Offset = X:0.0 Y:0.0 Z:20.0
4678    End
4679  
4680    ParticleSystem
4681      Name = NukeCannonMushroomStem
4682      InitialDelay = 200 200 UNIFORM   ;In milliseconds
4683      Offset = X:0.0 Y:0.0 Z:20.0
4684    End
4685  
4686    ParticleSystem
4687      Name = NukeCannonMushroomRing
4688      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
4689      Offset = X:0.0 Y:0.0 Z:35.0
4690    End
4691  
4692  End
4693  
4694  ; ----------------------------------------------
4695  FXList FX_CarpetBomb
4696  
4697    ParticleSystem
4698      Name = CarpetBombExplosion
4699      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4700      Offset = X:0.0 Y:0.0 Z:0.0
4701    End 
4702  
4703    ParticleSystem
4704      Name = CarpetBombWave
4705      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4706      Offset = X:0.0 Y:0.0 Z:0.0
4707    End 
4708  
4709    ParticleSystem
4710      Name = CarpetBombExplosionPuff
4711      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4712      Offset = X:0.0 Y:0.0 Z:0.0
4713    End
4714  
4715    Sound
4716      Name = ExplosionCarpetBomb
4717    End
4718  End
4719  
4720  ; ----------------------------------------------
4721  FXList FX_AuroraBombLaunch
4722    Sound
4723      Name = DaisyCutterWeapon
4724    End
4725  End
4726  
4727  ; ----------------------------------------------
4728  FXList FX_AuroraBombDetonate
4729  
4730    ViewShake 
4731      Type = SEVERE
4732    End
4733  
4734    Sound
4735      Name = ExplosionScudExplosive
4736    End
4737  
4738    ParticleSystem
4739      Name = BombTruckDefaultExplosionArms
4740      Offset = X:0.0 Y:0.0 Z:2.0
4741    End
4742  
4743    ParticleSystem
4744      Name = BombTruckDefaultLenzFlare
4745      Offset = X:0.0 Y:0.0 Z:1.0
4746    End
4747  
4748    ParticleSystem
4749      Name = BombTruckDefaultExplosionTrailArms
4750      InitialDelay = 100 100 UNIFORM   ;In milliseconds
4751      Offset = X:0.0 Y:0.0 Z:25.0
4752    End
4753  End
4754  
4755  
4756  
4757  ; ----------------------------------------------
4758  FXList FX_A10ThunderboltMissileExplosion
4759  
4760    ParticleSystem
4761      Name = CarpetBombExplosion
4762     InitialDelay = 0 0 UNIFORM   ;In milliseconds
4763      Offset = X:0.0 Y:0.0 Z:0.0
4764    End 
4765  
4766    ParticleSystem
4767      Name = CarpetBombWave
4768     InitialDelay = 0 0 UNIFORM   ;In milliseconds
4769      Offset = X:0.0 Y:0.0 Z:0.0
4770    End 
4771  
4772    ParticleSystem
4773      Name = CarpetBombExplosionPuff
4774     InitialDelay = 0 0 UNIFORM   ;In milliseconds
4775      Offset = X:0.0 Y:0.0 Z:0.0
4776    End
4777  
4778    Sound
4779      Name = ExplosionCarpetBomb
4780    End
4781  End
4782  
4783  
4784  ; ----------------------------------------------
4785  
4786  FXList FX_BonusCrate
4787  
4788    ParticleSystem
4789      Name = BonusCrate01
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 = BonusCrateFlash
4796     InitialDelay = 0 0 UNIFORM   ;In milliseconds
4797      Offset = X:0.0 Y:0.0 Z:0.0
4798    End
4799  
4800  End
4801  ; -----------------------------------------------------------------------------
4802  ; FX list when the dam becomes damaged from pristine 
4803  ; -----------------------------------------------------------------------------
4804  FXList FX_DamDamaged
4805  
4806    Sound
4807      Name = DamBreakStage1
4808    End
4809  
4810  End
4811  
4812  ; -----------------------------------------------------------------------------
4813  ; FX list when the dam becomes really damaged from damaged
4814  ; -----------------------------------------------------------------------------
4815  FXList FX_DamReallyDamaged
4816  
4817    Sound
4818      Name = DamBreakStage2
4819    End
4820  
4821  End
4822  
4823  ; -----------------------------------------------------------------------------
4824  ; FX list when the dam becomes rubble 
4825  ; -----------------------------------------------------------------------------
4826  FXList FX_DamRubble
4827  
4828    Sound
4829      Name = DamBreakStage3
4830    End
4831  
4832  End
4833  
4834  ; -----------------------------------------------------------------------------
4835  ; generic smoke and fire for burning buildings 
4836  ; -----------------------------------------------------------------------------
4837  FXList FX_SmolderingFlame
4838    ParticleSystem
4839      Name = SmolderingFire
4840    End
4841    ParticleSystem
4842      Name = SmolderingSmoke
4843    End
4844  End
4845  
4846  ; -----------------------------------------------------------------------------
4847  ; FX list when FireStorm is called
4848  ; -----------------------------------------------------------------------------
4849  FXList FX_FireStorm
4850    Sound
4851      Name = FireStorm
4852    End
4853  End
4854  
4855  ; -----------------------------------------------------------------------------
4856  ; FX list when black napalm firestorm is called
4857  ; -----------------------------------------------------------------------------
4858  FXList FX_BlackNapalmFireStorm
4859    Sound
4860      Name = BlackNapalmFireStorm
4861    End
4862  End
4863  
4864  ; -----------------------------------------------------------------------------
4865  ; FX list when FlashBangBuilding is called
4866  ; -----------------------------------------------------------------------------
4867  FXList FX_FlashBangBuilding
4868   
4869    ParticleSystem
4870      Name = FlashBangBuildingFlash
4871      OrientToObject = Yes
4872    End
4873  
4874    ParticleSystem
4875      Name = FlashBangBuildingSpark
4876      OrientToObject = Yes
4877    End
4878  
4879    ParticleSystem
4880      Name = FlashBangBuildingSmoke
4881      OrientToObject = Yes
4882    End
4883  End
4884  
4885  ;------------------------------------------------------------------------------------
4886  FXList FX_MakeCarBombSuccess
4887    Sound
4888      Name = TerroristCarBomb
4889    End
4890  End
4891  
4892  ; -----------------------------------------------------------------------------------
4893  ; note, this FXList should use the same sound as the RangerFlashBang weapon,
4894  ; and a similar light/explosion.
4895  FXList FX_FlashBangGarrisonBuildingHit
4896  
4897    LightPulse 
4898      Color = R:255 G:255 B:255 
4899      Radius = 100 
4900      ; this is a new option for LightPulse. If present (and nonzero), and the 
4901      ; FXList is applied  to an Object (rather than a Position), it overrides 
4902      ; the value of "Radius" by applying the given percentage of the Object's bounding circle.
4903      RadiusAsPercentOfObjectSize = 150%
4904      IncreaseTime = 0 
4905      DecreaseTime = 2000
4906    End
4907  
4908    Sound
4909      Name = TankDie
4910    End
4911  
4912    FXListAtBonePos
4913      FX = FX_FlashBangBuilding
4914      BoneName = FIREPOINT
4915      OrientToBone = Yes
4916    End
4917  
4918  End
4919  
4920  ;------------------------------------------------------------------------------
4921  ; FX played when a building gets cleared by the Toxin Truck
4922  ;------------------------------------------------------------------------------
4923  
4924  FXList FX_ToxinBuildingClear
4925  
4926    ParticleSystem
4927      Name           = ToxinBuildingClearSpray
4928      OrientToObject = yes
4929    End
4930    
4931  ;  Sound 
4932  ;    Name           = RaptorDie
4933  ;  End
4934  
4935  End
4936  
4937  ;------------------------------------------------------------------------------
4938  ; FX played when a building gets cleared by the Upgraded Toxin Truck
4939  ;------------------------------------------------------------------------------
4940  
4941  FXList FX_ToxinUpgradedBuildingClear
4942  
4943    ParticleSystem
4944      Name           = ToxinUpgradedBuildingClearSpray
4945      OrientToObject = yes
4946    End
4947    
4948  ;  Sound 
4949  ;    Name           = RaptorDie
4950  ;  End
4951  
4952  End
4953  
4954  ;------------------------------------------------------------------------------
4955  ; FX played when a building gets cleared by the Dragon Tank
4956  ;------------------------------------------------------------------------------
4957  
4958  FXList FX_FlameBuildingClear
4959  
4960    ParticleSystem
4961      Name           = FlameBuildingSpray
4962      OrientToObject = yes
4963    End
4964    
4965  ;  Sound 
4966  ;    Name           = RaptorDie
4967  ;  End
4968  
4969  End
4970  
4971  ; -----------------------------------------------------------------------------------
4972  ; FX played when a Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing
4973  ; -----------------------------------------------------------------------------------
4974  
4975  FXList FX_ToxinStreamGarrisonBuildingHit
4976  
4977    LightPulse 
4978      Color = R:255 G:255 B:255 
4979      Radius = 100 
4980      RadiusAsPercentOfObjectSize = 150%
4981      IncreaseTime = 0 
4982      DecreaseTime = 2000
4983    End
4984  
4985    Sound
4986      Name = TankDie
4987    End
4988  
4989    FXListAtBonePos
4990      FX = FX_ToxinBuildingClear
4991      BoneName = FIREPOINT
4992      OrientToBone = Yes
4993    End
4994  
4995  End
4996  
4997  ; -----------------------------------------------------------------------------------
4998  ; FX played when an Upgraded Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing
4999  ; -----------------------------------------------------------------------------------
5000  
5001  FXList FX_ToxinStreamUpgradedGarrisonBuildingHit
5002  
5003    LightPulse 
5004      Color = R:255 G:255 B:255 
5005      Radius = 100 
5006      RadiusAsPercentOfObjectSize = 150%
5007      IncreaseTime = 0 
5008      DecreaseTime = 2000
5009    End
5010  
5011    Sound
5012      Name = TankDie
5013    End
5014  
5015    FXListAtBonePos
5016      FX = FX_ToxinUpgradedBuildingClear
5017      BoneName = FIREPOINT
5018      OrientToBone = Yes
5019    End
5020  
5021  End
5022  
5023  ; -----------------------------------------------------------------------------------
5024  ; FX played when a Flame Stream hits a garrisoned building and does Urban Combat Bldg clearing
5025  ; -----------------------------------------------------------------------------------
5026  FXList FX_DragonFlameGarrisonBuildingHit
5027  
5028    LightPulse 
5029      Color = R:255 G:255 B:255 
5030      Radius = 100 
5031      RadiusAsPercentOfObjectSize = 150%
5032      IncreaseTime = 0 
5033      DecreaseTime = 2000
5034    End
5035  
5036    Sound
5037      Name = TankDie
5038    End
5039  
5040    FXListAtBonePos
5041      FX = FX_FlameBuildingClear
5042      BoneName = FIREPOINT
5043      OrientToBone = Yes
5044    End
5045  
5046  End
5047  
5048  ;------------------------------------------------------------------------------
5049  ;Jet Cargo has just been killed 
5050  ;------------------------------------------------------------------------------
5051  FXList FX_JetBigDeathInitial
5052  
5053    ParticleSystem
5054      Name           = JetExplosionTrailArms
5055      OrientToObject = yes
5056    End
5057    
5058    ParticleSystem
5059      Name           = JetBigExplosionInitial
5060      OrientToObject = yes
5061    End
5062  
5063    ParticleSystem
5064      Name           = JetBigExplosionLenzflare
5065      OrientToObject = yes
5066    End
5067  
5068    Sound 
5069      Name            = RaptorDie
5070    End
5071  
5072  End
5073  
5074  ;------------------------------------------------------------------------------
5075  ; Big plane has just been killed 
5076  ;------------------------------------------------------------------------------
5077  FXList FX_BigPlaneDeath
5078  
5079    ParticleSystem
5080      Name           = JetExplosionTrailArms
5081      OrientToObject = yes
5082    End
5083    
5084    ParticleSystem
5085      Name           = JetBigExplosion
5086      OrientToObject = yes
5087    End
5088  
5089    ParticleSystem
5090      Name           = JetBigExplosionLenzflare
5091      OrientToObject = yes
5092    End
5093  
5094    Sound 
5095      Name           = CargoJetFlambe
5096    End
5097  
5098  End
5099  
5100  ;------------------------------------------------------------------------------
5101  ;Jet has just been killed 
5102  ;------------------------------------------------------------------------------
5103  FXList FX_JetDeathInitial
5104  
5105    ParticleSystem
5106      Name           = JetExplosionTrailArms
5107      OrientToObject = yes
5108    End
5109    
5110    ParticleSystem
5111      Name           = JetExplosion
5112      OrientToObject = yes
5113    End
5114  
5115    ParticleSystem
5116      Name           = JetDebris
5117      OrientToObject = yes
5118    End
5119  
5120    Sound 
5121      Name           = RaptorDie
5122    End
5123  
5124  End
5125  
5126  ;------------------------------------------------------------------------------
5127  ;Secondary explosion to take place after a delay specified in the 
5128  ;JetSlowDeathBehavior module
5129  ;------------------------------------------------------------------------------
5130  FXList FX_JetDeathSecondary
5131  
5132    ParticleSystem
5133      Name            = JetBurning
5134      AttachToObject = Yes
5135    End
5136  
5137  End
5138  
5139  ;------------------------------------------------------------------------------
5140  ;Dying jet just hit the ground
5141  ;------------------------------------------------------------------------------
5142  FXList FX_JetDeathHitGround
5143  
5144    ParticleSystem
5145      Name           = JetExplosionGroundDebris
5146      OrientToObject = yes
5147      Offset = X:6.0 Y:0.0 Z:2.0
5148    End
5149  
5150    ParticleSystem
5151      Name           = JetExplosionGroundDust
5152      OrientToObject = yes
5153      Offset = X:6.0 Y:0.0 Z:2.0
5154    End
5155  
5156    ParticleSystem
5157      Name           = JetExplosionGround
5158      OrientToObject = yes
5159      Offset = X:6.0 Y:0.0 Z:5.0
5160    End
5161  
5162    Sound 
5163      Name           = RaptorCrash
5164    End
5165  
5166  End
5167  
5168  ;------------------------------------------------------------------------------    
5169  ;Jet destruction FX when on ground/runway
5170  ;------------------------------------------------------------------------------
5171  FXList FX_JetOnGroundDeath
5172  
5173    ParticleSystem
5174      Name           = JetExplosionGroundDebris
5175      OrientToObject = Yes
5176      Offset         = X:0.0 Y:0.0 Z:2.0
5177    End
5178  
5179    ParticleSystem
5180      Name           = JetExplosionGroundDust
5181      OrientToObject = Yes
5182      Offset         = X:0.0 Y:0.0 Z:2.0
5183    End
5184  
5185  End
5186  
5187  ;------------------------------------------------------------------------------    
5188  ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
5189  ;determines when the jet is finally destroyed and removed from the game world
5190  ;------------------------------------------------------------------------------
5191  FXList FX_JetDeathFinalBlowUp
5192  
5193  ;  ParticleSystem
5194  ;    Name           = JetExplosionGroundDebris
5195  ;    OrientToObject = yes
5196  ;    Offset = X:0.0 Y:0.0 Z:2.0
5197  ;  End
5198  
5199  ;  ParticleSystem
5200  ;    Name           = JetExplosionGroundDust
5201  ;    OrientToObject = yes
5202  ;    Offset = X:0.0 Y:0.0 Z:2.0
5203  ;  End
5204  
5205  End
5206  
5207  ;------------------------------------------------------------------------------
5208  ;Big fireball to mask vanishing object for cinematic crash.
5209  ;------------------------------------------------------------------------------
5210  FXList FX_JetDeathFinalBlowUp_CinematicVersion
5211    ParticleSystem
5212      Name = JetExplosion
5213      OrientToObject = Yes
5214    End
5215    ParticleSystem
5216      Name = JetDebris
5217      OrientToObject = Yes
5218    End
5219    ParticleSystem
5220      Name = MammothTankSubExplosionSmoke 
5221      Count = 3
5222      Radius = 15 30 UNIFORM
5223      Height = 0 0 UNIFORM
5224      InitialDelay = 50 667 UNIFORM
5225      OrientToObject = Yes
5226    End
5227    ViewShake 
5228      Type = NORMAL
5229    End 
5230  End
5231  
5232  ; ------------------------------------------------------------
5233  ; cluster mine bomb hits ground and sprays out clustermines
5234  ; ------------------------------------------------------------
5235  FXList WeaponFX_ClusterMineImpact
5236    ParticleSystem 
5237      Name = ClusterMineDrop
5238    End
5239    ParticleSystem 
5240      Name = ClusterMineDropLenzflare
5241    End
5242    ParticleSystem 
5243      Name = ClusterMineDropRing
5244    End
5245  ; do we really want a scorch mark here? that seems to be a dead giveaway
5246  ; for "there are mines here"... (srj)
5247  ;  TerrainScorch
5248  ;    Type = RANDOM 
5249  ;    Radius = 15
5250  ;  End
5251    Sound
5252      Name = ExplosionClusterMine
5253    End
5254    ViewShake 
5255      Type = STRONG
5256    End
5257  End
5258  
5259  ; ------------------------------------------------------------
5260  ; EMPPulse bomb hits ground and detonates the PulseEffect
5261  ; ------------------------------------------------------------
5262  FXList WeaponFX_EMPPulseImpact
5263    ParticleSystem 
5264      Name = EMPFlare
5265    End
5266   ; ParticleSystem 
5267   ;   Name = BuggyNewExplosionShockwave
5268   ; End
5269   ; ParticleSystem 
5270   ;   Name = ClstrMne
5271   ; End
5272    Sound
5273      Name = EMPPulseWhoosh
5274    End
5275    ViewShake 
5276      Type = STRONG
5277    End
5278  End
5279  
5280  
5281  
5282  
5283  ; -----------------------------------------------------------------------------
5284  ; FX list when FX_RangerCombatDropKill is called
5285  ; -----------------------------------------------------------------------------
5286  FXList FX_RangerCombatDropKillSingle
5287   
5288    ParticleSystem
5289      Name = FlashBangBuildingFlash
5290      OrientToObject = Yes
5291    End
5292  
5293    ParticleSystem
5294      Name = FlashBangBuildingSpark
5295      OrientToObject = Yes
5296    End
5297  
5298    ParticleSystem
5299      Name = FlashBangBuildingSmoke
5300      OrientToObject = Yes
5301    End
5302  
5303  
5304  End
5305  
5306  ; -----------------------------------------------------------------------------------
5307  FXList FX_RangerCombatDropKill
5308  
5309    LightPulse 
5310      Color = R:255 G:255 B:255 
5311      Radius = 100 
5312      ; this is a new option for LightPulse. If present (and nonzero), and the 
5313      ; FXList is applied  to an Object (rather than a Position), it overrides 
5314      ; the value of "Radius" by applying the given percentage of the Object's bounding circle.
5315      RadiusAsPercentOfObjectSize = 150%
5316      IncreaseTime = 0 
5317      DecreaseTime = 2000
5318    End
5319  
5320    Sound
5321      Name = RangerVoiceClearBuilding
5322    End
5323  
5324    FXListAtBonePos
5325      FX = FX_RangerCombatDropKillSingle
5326      BoneName = FIREPOINT
5327      OrientToBone = Yes
5328    End
5329  
5330  End
5331  
5332  ; -----------------------------------------------------------------------------
5333  ; FX List is executed at the position in the world the user clicked to
5334  ; execute the Demoralize super weapon
5335  ; -----------------------------------------------------------------------------
5336  ; sorry, demoralize is cut (srj)
5337  ;FXList FX_ExecuteDemoralize
5338  ;  Sound
5339  ;    Name = ExecuteDemoralize
5340  ;  End
5341  ;  LightPulse 
5342  ;    Color = R:255 G:0 B:0
5343  ;    Radius = 100 
5344  ;    IncreaseTime = 0
5345  ;    DecreaseTime = 2000
5346  ;  End
5347  ;End
5348  
5349  ; -----------------------------------------------------------------------------
5350  ; FX List called when a Bomb Truck is destroyed.
5351  ; -----------------------------------------------------------------------------
5352  FXList WeaponFX_BombTruckDefaultBombDetonation
5353    ViewShake 
5354      Type = SEVERE
5355    End
5356  
5357    Sound
5358      Name = ExplosionScudExplosive
5359    End
5360  
5361    ParticleSystem
5362      Name = BombTruckDefaultExplosionArms
5363      Offset = X:0.0 Y:0.0 Z:2.0
5364    End
5365  
5366    ParticleSystem
5367      Name = BombTruckDefaultLenzFlare
5368      Offset = X:0.0 Y:0.0 Z:1.0
5369    End
5370  
5371    ParticleSystem
5372      Name = BombTruckDefaultExplosionTrailArms
5373      InitialDelay = 100 100 UNIFORM   ;In milliseconds
5374      Offset = X:0.0 Y:0.0 Z:25.0
5375    End
5376  
5377  End
5378  
5379  ;------------------------------------------------------------------------------------------
5380  FXList WeaponFX_BombTruckBioBombDetonation
5381    ViewShake 
5382      Type = STRONG
5383    End
5384  
5385    Sound
5386      Name = ExplosionScudExplosive
5387    End
5388  
5389    ParticleSystem
5390      Name = BombTruckBioExplosionArms
5391      Offset = X:0.0 Y:0.0 Z:2.0
5392    End
5393  
5394    ParticleSystem
5395      Name = BombTruckBioLenzFlare
5396      Offset = X:0.0 Y:0.0 Z:1.0
5397    End
5398  
5399    ParticleSystem
5400      Name = BombTruckBioExplosionTrailArms
5401      InitialDelay = 100 100 UNIFORM   ;In milliseconds
5402      Offset = X:0.0 Y:0.0 Z:25.0
5403    End
5404  
5405  End
5406  
5407  ;------------------------------------------------------------------------------------------
5408  FXList WeaponFX_BombTruckAnthraxBombDetonation
5409    ViewShake 
5410      Type = STRONG
5411    End
5412  
5413    Sound
5414      Name = ExplosionScudExplosive
5415    End
5416  
5417    ParticleSystem
5418      Name = BombTruckAnthraxExplosionArms
5419      Offset = X:0.0 Y:0.0 Z:2.0
5420    End
5421  
5422    ParticleSystem
5423      Name = BombTruckAnthraxLenzFlare
5424      Offset = X:0.0 Y:0.0 Z:1.0
5425    End
5426  
5427    ParticleSystem
5428      Name = BombTruckAnthraxExplosionTrailArms
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_BombTruckHighExplosiveBombDetonation
5436    ViewShake 
5437      Type = SEVERE
5438    End
5439  
5440    Sound
5441      Name = ExplosionScudExplosive
5442    End
5443  
5444    ParticleSystem
5445      Name = BombTruckHEExplosionArms
5446      Offset = X:0.0 Y:0.0 Z:2.0
5447    End
5448  
5449    ParticleSystem
5450      Name = BombTruckHELenzFlare
5451      Offset = X:0.0 Y:0.0 Z:10.0
5452    End
5453  
5454    ParticleSystem
5455      Name = BombTruckHEShockwave
5456      Offset = X:0.0 Y:0.0 Z:1.0
5457    End
5458  
5459    ParticleSystem
5460      Name = BombTruckHEExplosionTrailArms
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_BombTruckHighExplosiveBioBombDetonation
5469    ViewShake 
5470      Type = SEVERE
5471    End
5472  
5473    Sound
5474      Name = ExplosionScudExplosive
5475    End
5476  
5477    ParticleSystem
5478      Name = BombTruckHEBioExplosionArms
5479      Offset = X:0.0 Y:0.0 Z:2.0
5480    End
5481  
5482    ParticleSystem
5483      Name = BombTruckHEBioLenzFlare
5484      Offset = X:0.0 Y:0.0 Z:10.0
5485    End
5486  
5487    ParticleSystem
5488      Name = BombTruckHEBioShockwave
5489      Offset = X:0.0 Y:0.0 Z:1.0
5490    End
5491  
5492    ParticleSystem
5493      Name = BombTruckHEBioExplosionTrailArms
5494      InitialDelay = 100 100 UNIFORM   ;In milliseconds
5495      Offset = X:0.0 Y:0.0 Z:25.0
5496    End
5497  
5498  End
5499  
5500  ;------------------------------------------------------------------------------------------
5501  FXList WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation
5502    ViewShake 
5503      Type = SEVERE
5504    End
5505  
5506    Sound
5507      Name = ExplosionScudExplosive
5508    End
5509  
5510    ParticleSystem
5511      Name = BombTruckHEAnthraxExplosionArms
5512      Offset = X:0.0 Y:0.0 Z:2.0
5513    End
5514  
5515    ParticleSystem
5516      Name = BombTruckHEAnthraxLenzFlare
5517      Offset = X:0.0 Y:0.0 Z:10.0
5518    End
5519  
5520    ParticleSystem
5521      Name = BombTruckHEAnthraxShockwave
5522      Offset = X:0.0 Y:0.0 Z:1.0
5523    End
5524  
5525    ParticleSystem
5526      Name = BombTruckHEAnthraxExplosionTrailArms
5527      InitialDelay = 100 100 UNIFORM   ;In milliseconds
5528      Offset = X:0.0 Y:0.0 Z:25.0
5529    End
5530  
5531  End
5532  
5533  ; -----------------------------------------------------------------------------
5534  FXList FX_BridgeDamaged01
5535    ParticleSystem 
5536      Name = TreeBounceDust
5537    End
5538  End
5539  
5540  ; -----------------------------------------------------------------------------
5541  FXList FX_BridgeRepaired01
5542    ParticleSystem 
5543      Name = TankStruckSparks
5544      Height = 10 10 CONSTANT
5545    End
5546  End
5547  
5548  ; ----------------------------------------------
5549  FXList FX_BombTruckDisguiseReveal
5550    ;ParticleSystem 
5551    ;  Name = TankStruckSmoke
5552    ;  Height = 10 10 CONSTANT
5553    ;End
5554    ;ParticleSystem 
5555    ;  Name = TankStruckSparks
5556    ;  Height = 10 10 CONSTANT
5557    ;End
5558    LightPulse 
5559      Color = R:255 G:255 B:128 
5560      Radius = 30 
5561      IncreaseTime = 0 
5562      DecreaseTime = 500
5563    End
5564    ;Sound
5565    ;  Name = VehicleImpactHeavy
5566    ;End
5567  End
5568  
5569  ; ----------------------------------------------
5570  FXList FX_BombTruckDisguise
5571    ;ParticleSystem 
5572    ;  Name = TankStruckSmoke
5573    ;  Height = 10 10 CONSTANT
5574    ;End
5575    ;ParticleSystem 
5576    ;  Name = TankStruckSparks
5577    ;  Height = 10 10 CONSTANT
5578    ;End
5579    LightPulse 
5580      Color = R:255 G:255 B:128 
5581      Radius = 30 
5582      IncreaseTime = 0 
5583      DecreaseTime = 500
5584    End
5585    ;Sound
5586    ;  Name = VehicleImpactHeavy
5587    ;End
5588  End
5589  
5590  ; ----------------------------------------------
5591  ; used when a missile is exploded via AA fire
5592  FXList FX_GenericMissileDeath
5593    Sound
5594      Name = CarDie
5595    End
5596    ParticleSystem
5597      Name = Explosion
5598    End
5599    ParticleSystem
5600      Name = ExplosionSmoke
5601    End
5602  End
5603  
5604  ; ----------------------------------------------
5605  FXList FX_GenericMissileDisintegrate
5606    ParticleSystem 
5607      Name = GenericLaserHit
5608      Height = 0 0 CONSTANT
5609    End
5610    ParticleSystem 
5611      Name = TankStruckSparks
5612      Height = 0 0 CONSTANT
5613    End
5614    LightPulse 
5615      Color = R:255 G:64 B:64 
5616      Radius = 30 
5617      IncreaseTime = 0 
5618      DecreaseTime = 500
5619    End
5620    Sound
5621  ;    Name = VehicleImpactHeavy
5622    End
5623  End
5624  
5625  ; ----------------------------------------------
5626  FXList FX_ChemicalFactoryExplosion
5627    ViewShake 
5628      Type = SEVERE
5629    End
5630  
5631    Sound
5632      Name = ExplosionMiniNuke
5633    End
5634  
5635    ParticleSystem
5636      Name = ChemicalFactoryGreenGasThick
5637      InitialDelay = 0 0 UNIFORM   ;The green gas
5638      Offset = X:0.0 Y:0.0 Z:10.0
5639    End
5640  
5641    ParticleSystem
5642       Name = ChemicalExplosionMushroom
5643       InitialDelay = 200 200 UNIFORM   ;In milliseconds
5644       Offset = X:0.0 Y:0.0 Z:20.0
5645    End
5646  End
5647  
5648  
5649  ; ----------------------------------------------
5650  FXList WeaponFX_EruptionOfToxicGooLarge
5651    ViewShake 
5652      Type = SUBTLE
5653    End
5654    LightPulse 
5655      Color = R:0 G:128 B:51 
5656      Radius = 30 
5657      IncreaseTime = 0 
5658      DecreaseTime = 2333
5659    End
5660    ParticleSystem
5661      Name = ToxicGooDebrisLarge
5662    End
5663    Sound 
5664      Name = ToxicGooSplash
5665    End
5666  End
5667  
5668  ; ----------------------------------------------
5669  FXList WeaponFX_EruptionOfToxicGooSmall
5670    ViewShake 
5671      Type = SUBTLE
5672    End
5673    LightPulse 
5674      Color = R:0 G:128 B:51 
5675      Radius = 30 
5676      IncreaseTime = 0 
5677      DecreaseTime = 2333
5678    End
5679    ParticleSystem
5680      Name = ToxicGooDebrisSmall
5681    End
5682    Sound 
5683      Name = ToxicGooSplash
5684    End
5685  End
5686  
5687  ; ----------------------------------------------
5688  FXList FX_TechRadioStationOwnedPulse
5689    ParticleSystem
5690      Name = TechRadioStationOwnedRing
5691      Offset = X:0.0 Y:0.0 Z:50.0
5692      OrientToObject = Yes
5693    End
5694  End
5695  
5696  ; ----------------------------------------------
5697  FXList FX_PropagandaTowerPropagandaPulse
5698    ParticleSystem
5699      Name = SonicRange
5700      Offset = X:0.0 Y:0.0 Z:50.0
5701      OrientToObject = Yes
5702    End
5703  End
5704  
5705  ; ----------------------------------------------
5706  FXList FX_PropagandaTowerSubliminalPulse
5707    ParticleSystem
5708      Name = SonicRangeUpgraded
5709      Offset = X:0.0 Y:0.0 Z:50.0
5710      OrientToObject = Yes
5711    End
5712  End
5713  
5714  ; ----------------------------------------------
5715  FXList FX_OverlordPropagandaTowerPropagandaPulse
5716    ParticleSystem
5717      Name = SonicRange
5718      Offset = X:0.0 Y:0.0 Z:8.0
5719      OrientToObject = Yes
5720    End
5721  End
5722  
5723  ; ----------------------------------------------
5724  FXList FX_OverlordPropagandaTowerSubliminalPulse
5725    ParticleSystem
5726      Name = SonicRangeUpgraded
5727      Offset = X:0.0 Y:0.0 Z:8.0
5728      OrientToObject = Yes
5729    End
5730  End
5731  
5732  ; -----------------------------------------------------------------------------
5733  FXList FX_ToxicTankDamageTransition
5734    ParticleSystem
5735      Name = ToxicExplosionLarge
5736      Offset = X:0 Y:0 Z:0
5737    End
5738    ParticleSystem
5739      Name = ToxinLenzflare
5740      Offset = X:0 Y:0 Z:0
5741    End
5742    LightPulse 
5743      Color = R:128 G:255 B:32 
5744      Radius = 60 
5745      IncreaseTime = 100 
5746      DecreaseTime = 1500
5747    End  
5748    ViewShake 
5749      Type = SEVERE
5750    End
5751    Sound
5752      Name = Explosion
5753    End
5754  End
5755  
5756  ; -----------------------------------------------------------------------------
5757  FXList FX_ToxicBunkerDamageTransition
5758    ParticleSystem
5759      Name = ToxicExplosionLargeUpgraded
5760      Offset = X:0 Y:0 Z:0
5761    End
5762    ParticleSystem
5763      Name = ToxinLenzflareUpgraded
5764      Offset = X:0 Y:0 Z:0
5765    End
5766    LightPulse 
5767      Color = R:64 G:64 B:255 
5768      Radius = 60 
5769      IncreaseTime = 100 
5770      DecreaseTime = 1500
5771    End  
5772    ViewShake 
5773      Type = SEVERE
5774    End
5775    Sound
5776      Name = Explosion
5777    End
5778  End
5779  
5780  ; ----------------------------------------------
5781  ; weapon fx for Artillery Barrage
5782  ; ----------------------------------------------
5783  FXList FX_ArtilleryBarrage
5784    ViewShake 
5785      Type = SUBTLE
5786    End
5787    TerrainScorch
5788      Type = RANDOM 
5789      Radius = 15
5790    End
5791    LightPulse 
5792      Color = R:255 G:128 B:51 
5793      Radius = 30 
5794      IncreaseTime = 0 
5795      DecreaseTime = 2333
5796    End
5797    ParticleSystem
5798      Name = ArtilleryBarrageDebris
5799    End
5800    ParticleSystem
5801      Name = ArtilleryBarrageDust
5802    End
5803    ParticleSystem
5804      Name = ArtilleryBarrageShockwave
5805      Offset = X:0 Y:0 Z:2
5806    End
5807    Sound 
5808      Name = ExplosionCarpetBomb
5809    End
5810  End
5811  
5812  ; ----------------------------------------------
5813  ; weapon fx for Anthrax Bomb
5814  ; ----------------------------------------------
5815  FXList FX_AnthraxBomb
5816    ViewShake 
5817      Type = SUBTLE
5818    End
5819  ;  TerrainScorch
5820  ;    Type = RANDOM 
5821  ;    Radius = 15
5822  ;  End
5823  ;  LightPulse 
5824  ;    Color = R:255 G:128 B:51 
5825  ;    Radius = 30 
5826  ;    IncreaseTime = 0 
5827  ;    DecreaseTime = 2333
5828  ;  End
5829    ParticleSystem
5830      Name = AnthraxBombExplosion
5831    End
5832    ParticleSystem
5833      Name = AnthraxBombSpray
5834    End
5835    ParticleSystem
5836      Name = AnthraxBombLenzflare
5837      Offset = X:0 Y:0 Z:2
5838    End
5839    Sound 
5840      Name = ExplosionAnthraxBomb
5841    End
5842  End
5843  
5844  
5845  ; ----------------------------------------------
5846  FXList FX_LocomotiveExplode
5847    Sound
5848      Name = CarDie
5849    End
5850    ParticleSystem
5851      Name = MammothTankExplosionSmoke
5852    End
5853    ParticleSystem
5854      Name = BarrelExplosionDebris
5855      Count = 3
5856      Radius = 0 10 UNIFORM
5857      InitialDelay = 167 1000 UNIFORM
5858    End
5859    Sound
5860      Name = GasStationDie
5861    End
5862    ViewShake 
5863      Type = STRONG
5864    End
5865  End
5866  
5867  ; ----------------------------------------------
5868  FXList FX_RailroadTankCarExplode
5869    Sound
5870      Name = CarDie
5871    End
5872    ParticleSystem
5873      Name = MammothTankExplosionSmoke
5874    End
5875    ParticleSystem
5876      Name = BarrelExplosionDebris
5877      Count = 1
5878      Radius = 0 10 UNIFORM
5879      InitialDelay = 167 1000 UNIFORM
5880    End
5881    Sound
5882      Name = GasStationDie
5883    End
5884    ViewShake 
5885      Type = STRONG
5886    End
5887  End
5888  
5889  ; ----------------------------------------------
5890  FXList FX_RailroadWoodenCarExplode
5891    Sound
5892      Name = CarDie
5893    End
5894    ParticleSystem
5895      Name = MammothTankExplosionSmoke
5896    End
5897    ParticleSystem
5898      Name = BarrelExplosionDebris
5899      Count = 1
5900      Radius = 0 10 UNIFORM
5901      InitialDelay = 167 1000 UNIFORM
5902    End
5903    Sound
5904      Name = GasStationDie
5905    End
5906    ViewShake 
5907      Type = STRONG
5908    End
5909  End
5910  
5911  ; ----------------------------------------------
5912  FXList FX_RailroadCoalCarExplode
5913    Sound
5914      Name = CarDie
5915    End
5916    ParticleSystem
5917      Name = MammothTankExplosionSmoke
5918    End
5919    ParticleSystem
5920      Name = BarrelExplosionDebris
5921      Count = 1
5922      Radius = 0 10 UNIFORM
5923      InitialDelay = 167 1000 UNIFORM
5924    End
5925    Sound
5926      Name = GasStationDie
5927    End
5928    ViewShake 
5929      Type = STRONG
5930    End
5931  End
5932  
5933  ; ----------------------------------------------
5934  FXList FX_IRDetection
5935  ;  Sound
5936  ;    Name = CarDie
5937  ;  End
5938    ParticleSystem
5939      Name = IRDetectGrid
5940      Offset = X:0.0 Y:0.0 Z:2.0
5941    End
5942    ParticleSystem
5943      Name = IRDetectSonar
5944      Offset = X:0.0 Y:0.0 Z:2.0
5945    End
5946  End
5947  
5948  ; ----------------------------------------------------------------------------
5949  FXList FX_RailroadBridgeCollapse
5950    ViewShake 
5951      Type = SEVERE
5952    End
5953  
5954    ;BRIDGE SOUNDS-------------------------------
5955    Sound
5956      Name = BuildingToppleDelayMetal
5957    End 
5958    Sound
5959      Name = ExplosionDaisyCutter
5960    End 
5961    Sound
5962      Name = BuildingFallingMetal
5963    End 
5964    Sound
5965      Name = BuildingCollapse1
5966    End 
5967    Sound
5968      Name = RailroadBridgeMetalFatigue
5969    End 
5970    Sound
5971      Name = AvalancheCrack
5972    End 
5973    
5974    ;BOMB SMOKE----------------------------------
5975    ParticleSystem
5976      Name = StructureExplosionSmoke
5977    End
5978  
5979    ;SPLASH--------------------------------------------
5980    ParticleSystem
5981      Name = RiverSplashLarge
5982      InitialDelay = 5000 5000 UNIFORM   ;In milliseconds
5983      Offset = X:70.0 Y:0.0 Z:-156.0
5984    End
5985    ParticleSystem
5986      Name = RiverRippleHiLite
5987      InitialDelay = 5000 5000 UNIFORM   ;In milliseconds
5988      Offset = X:70.0 Y:0.0 Z:-156.0
5989    End
5990    Sound
5991      Name   = RiverSplash5000
5992    End 
5993    Sound
5994      Name   = DebrisBigMetal
5995    End 
5996  
5997    ParticleSystem
5998      Name = RiverSplashLarge
5999      InitialDelay = 6000 6000 UNIFORM   ;In milliseconds
6000      Offset = X:20.0 Y:0.0 Z:-156.0
6001    End
6002    ParticleSystem
6003      Name = RiverRippleHiLite
6004      InitialDelay = 6000 6000 UNIFORM   ;In milliseconds
6005      Offset = X:20.0 Y:0.0 Z:-156.0
6006    End
6007    Sound
6008      Name   = RiverSplash6000
6009    End 
6010    Sound
6011      Name   = DebrisBigMetal
6012    End 
6013  
6014    ParticleSystem
6015      Name = RiverSplashLarge
6016      InitialDelay = 7000 7000 UNIFORM   ;In milliseconds
6017      Offset = X:-20.0 Y:0.0 Z:-156.0
6018    End
6019    ParticleSystem
6020      Name = RiverRippleHiLite
6021      InitialDelay = 7000 7000 UNIFORM   ;In milliseconds
6022      Offset = X:-20.0 Y:0.0 Z:-156.0
6023    End
6024    Sound
6025      Name   = RiverSplash7000
6026    End 
6027    Sound
6028      Name   = DebrisBigMetal
6029    End 
6030  
6031    ;DEBRIS-------------------------------------------
6032    ParticleSystem
6033      Name = StructureDamagedDebris
6034    End
6035  End
6036  
6037  
6038  
6039  ; ----------------------------------------------------------------------------
6040  ; This is the Big special train wreck sequence
6041  ; ----------------------------------------------------------------------------
6042  FXList FX_SpectacularTrainWreck
6043  
6044    ; put train crash sounds here
6045  
6046  End
6047  
6048  ; -----------------------------------------------------------------------------
6049  ; The vehicle-crashes-into-building effect
6050  ; -----------------------------------------------------------------------------
6051  FXList FX_VehicleCrashesIntoBuilding
6052    ParticleSystem
6053      Name = CarCrushDebris
6054    End
6055    ParticleSystem
6056      Name = HotPillarArms
6057    End
6058    Sound
6059      Name = ComancheCrash
6060    End 
6061    ViewShake 
6062      Type = SUBTLE
6063    End
6064  End
6065  
6066  ; -----------------------------------------------------------------------------
6067  ; Paladin tank fires point defense laser
6068  ; -----------------------------------------------------------------------------
6069  FXList WeaponFX_PaladinPointDefenseLaser 
6070  
6071    Sound
6072      Name = PaladinPointDefenseLaserPulse
6073    End
6074    
6075  End
6076  
6077  ; -----------------------------------------------------------------------------
6078  ; The Large Structure Death Effect
6079  ; -----------------------------------------------------------------------------
6080  FXList FX_StructureLargeDeath
6081    ParticleSystem
6082      Name = StructureTransitionLargeSmoke
6083    End
6084    ParticleSystem
6085      Name = StructureTransitionLargeExplosion
6086    End
6087    ParticleSystem
6088      Name = StructureTransitionLargeShockwave
6089    End
6090    ParticleSystem
6091      Name = StructureTransitionLargeFlare
6092    End
6093    Sound
6094  ;   Name = ComancheCrash
6095    End 
6096    ViewShake 
6097      Type = SUBTLE
6098    End
6099  End
6100  
6101  ; -----------------------------------------------------------------------------
6102  ; The Medium Structure Death Effect
6103  ; -----------------------------------------------------------------------------
6104  FXList FX_StructureMediumDeath
6105    ParticleSystem
6106      Name = StructureTransitionMediumSmoke
6107    End
6108    ParticleSystem
6109      Name = StructureTransitionMediumExplosion
6110    End
6111    ParticleSystem
6112      Name = StructureTransitionMediumShockwave
6113    End
6114    ParticleSystem
6115      Name = StructureTransitionMediumFlare
6116    End
6117    Sound
6118  ;   Name = ComancheCrash
6119    End 
6120    ViewShake 
6121      Type = SUBTLE
6122    End
6123  End
6124  
6125  ; -----------------------------------------------------------------------------
6126  ; The Small Structure Death Effect
6127  ; -----------------------------------------------------------------------------
6128  FXList FX_StructureSmallDeath
6129    ParticleSystem
6130      Name = StructureTransitionSmallSmoke
6131    End
6132    ParticleSystem
6133      Name = StructureTransitionSmallExplosion
6134    End
6135    ParticleSystem
6136      Name = StructureTransitionSmallShockwave
6137    End
6138    ParticleSystem
6139      Name = StructureTransitionSmallFlare
6140    End
6141    Sound
6142  ;   Name = ComancheCrash
6143    End 
6144    ViewShake 
6145      Type = SUBTLE
6146    End
6147  End
6148  
6149  ; -----------------------------------------------------------------------------
6150  ; The Tiny Structure Death Effect
6151  ; -----------------------------------------------------------------------------
6152  FXList FX_StructureTinyDeath
6153    ParticleSystem
6154      Name = StructureTransitionTinySmoke
6155    End
6156    ParticleSystem
6157      Name = StructureTransitionTinyExplosion
6158    End
6159    ParticleSystem
6160      Name = StructureTransitionTinyShockwave
6161    End
6162    ParticleSystem
6163      Name = StructureTransitionTinyFlare
6164    End
6165    Sound
6166  ;   Name = ComancheCrash
6167    End 
6168    ViewShake 
6169      Type = SUBTLE
6170    End
6171  End
6172  
6173  ;--------------------------------------------------------------------------------------------------
6174  FXList FX_TsingMaExplosion
6175    ParticleSystem
6176      Name = TsingMaRing
6177    End
6178    ParticleSystem
6179      Name = TsingMaTrailArms
6180      OrientToObject = Yes
6181    End
6182    ParticleSystem
6183      Name = TsingMaLenzflare
6184      OrientToObject = Yes
6185      Offset = X:0 Y:0 Z:1
6186    End
6187    ViewShake 
6188      Type = SEVERE
6189    End
6190    TerrainScorch
6191      Type = RANDOM 
6192      Radius = 15
6193    End
6194    Sound
6195      Name = TankDie
6196    End 
6197  End
6198  
6199  ;--------------------------------------------------------------------------------------------------
6200  FXList FX_TsingMaSplash
6201    ParticleSystem
6202      Name = TsingMaExplosionWave
6203      OrientToObject = Yes
6204    End
6205    ParticleSystem
6206      Name = TsingMaSplashWave
6207      OrientToObject = Yes
6208      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6209    End
6210    ParticleSystem
6211      Name = TsingMaSplashHit
6212      OrientToObject = Yes
6213      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6214    End
6215  End
6216  
6217  ;--------------------------------------------------------------------------------------------------
6218  FXList FX_TrainWreckExplosion
6219    ParticleSystem
6220      Name = TsingMaRing
6221    End
6222    ParticleSystem
6223      Name = TrainWreckTrailArms
6224      OrientToObject = Yes
6225    End
6226    ParticleSystem
6227      Name = TsingMaLenzflare
6228      OrientToObject = Yes
6229      Offset = X:0 Y:0 Z:1
6230    End
6231    ViewShake 
6232      Type = SEVERE
6233    End
6234    TerrainScorch
6235      Type = RANDOM 
6236      Radius = 15
6237    End
6238    Sound
6239      Name = TankDie
6240    End 
6241  End
6242  
6243  ;--------------------------------------------------------------------------------------------------
6244  FXList FX_TrainWreckSplash
6245    ParticleSystem
6246      Name = TrainWreckExplosionWave
6247      OrientToObject = Yes
6248    End
6249    ParticleSystem
6250      Name = TrainWreckSplashWave
6251      OrientToObject = Yes
6252    End
6253    ParticleSystem
6254      Name = TrainWreckSplashHit
6255      OrientToObject = Yes
6256    End
6257  End
6258  
6259  ;--------------------------------------------------------------------------------------------------
6260  FXList FX_CratePickup
6261    Sound
6262      Name = CratePickupSound
6263    End
6264  End
6265  
6266  ;--------------------------------------------------------------------------------------------------
6267  FXList FX_ParticleUplinkDeathInitial
6268    Sound
6269  ;   Name = CratePickupSound
6270    End
6271    ParticleSystem
6272      Name = ParticleDeathFlare
6273      Offset = X:30 Y:0 Z:10
6274    End
6275    ParticleSystem
6276      Name = ParticleDeathImplode
6277      Offset = X:30 Y:0 Z:20
6278    End
6279  End
6280  
6281  ; ************ Nova FXLists ******************
6282  
6283  ; -------------------------------------------------------------------------------------------------
6284  FXList FX_NukeOP
6285  
6286    ViewShake 
6287      Type = SEVERE
6288    End
6289  
6290    Sound
6291      Name = ExplosionNeutron
6292    End
6293  
6294    ;******* Blinding Nuke Detonation Flash *******
6295    ParticleSystem 
6296      Name = NukeFlashLarge
6297      InitialDelay = 0 0 UNIFORM   ;In milliseconds
6298      Offset = X:0.0 Y:0.0 Z:90.0
6299    End
6300    ;**********************************************
6301  
6302    ParticleSystem
6303      Name = NukeFlareOP
6304      InitialDelay = 0 0 UNIFORM   ;In milliseconds
6305      Offset = X:0.0 Y:0.0 Z:90.0
6306    End
6307  
6308    ParticleSystem
6309       Name = NukeMushroomExplosion
6310       InitialDelay = 200 200 UNIFORM   ;In milliseconds
6311       Offset = X:0.0 Y:0.0 Z:90.0
6312    End
6313  
6314    ParticleSystem
6315      Name = NukeMushroomCloudRing
6316      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6317      Offset = X:0.0 Y:0.0 Z:105.0
6318    End
6319  
6320    ParticleSystem
6321      Name = NukeRing
6322      Offset = X:0.0 Y:0.0 Z:5.0
6323    End
6324  
6325    ParticleSystem
6326      Name = NukeBlastWave
6327      InitialDelay = 300 300 UNIFORM   ;In milliseconds
6328      ;Offset = X:0.0 Y:0.0 Z:45.0
6329      Offset = X:0.0 Y:0.0 Z:15.0
6330    End
6331  
6332    ParticleSystem
6333      Name = NukeShockwaveInverted
6334      InitialDelay = 300 300 UNIFORM   ;In milliseconds
6335      Offset = X:0.0 Y:0.0 Z:30.0
6336    End
6337  
6338    ParticleSystem
6339      Name = NukeMushroomStem
6340      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6341      Offset = X:0.0 Y:0.0 Z:30.0
6342    End
6343  
6344    ParticleSystem
6345      Name = NukeShockwave
6346      InitialDelay = 200 200 UNIFORM   ;In milliseconds
6347      Offset = X:0.0 Y:0.0 Z:30.0
6348    End
6349  
6350    ParticleSystem
6351      Name = NukeGLAMushroomRing
6352      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
6353      Offset = X:0.0 Y:0.0 Z:50.0
6354    End
6355  
6356    ;ParticleSystem
6357    ;  Name = NukeRadiationInitial
6358    ;  InitialDelay = 2500 2500 UNIFORM   ;In milliseconds
6359    ;  Offset = X:0.0 Y:0.0 Z:0.0
6360    ;End
6361  
6362  End
6363  
6364  ; -----------------------------------------------------------------------------------------
6365  FXList FX_BombTruckNuke
6366  
6367    ViewShake 
6368      Type = SEVERE
6369    End
6370  
6371    Sound
6372      Name = ExplosionMiniNuke
6373    End
6374  
6375    ;******* Blinding Nuke Detonation Flash *******
6376    ParticleSystem 
6377      Name = NukeFlashLarge
6378      InitialDelay = 0 0 UNIFORM   ;In milliseconds
6379      Offset = X:0.0 Y:0.0 Z:90.0
6380    End
6381    ;**********************************************
6382  
6383    ParticleSystem
6384      Name = BTNukeFlare
6385      InitialDelay = 0 0 UNIFORM   ;In milliseconds
6386      Offset = X:0.0 Y:0.0 Z:90.0
6387    End
6388  
6389    ParticleSystem
6390       Name = BTNukeMushroomExplosion
6391       InitialDelay = 200 200 UNIFORM   ;In milliseconds
6392       Offset = X:0.0 Y:0.0 Z:90.0
6393    End
6394  
6395    ParticleSystem
6396      Name = NukeBaikonurMushroomCloudRing
6397      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6398      Offset = X:0.0 Y:0.0 Z:105.0
6399    End
6400  
6401    ParticleSystem
6402      Name = NukeBaikonurRing
6403      Offset = X:0.0 Y:0.0 Z:5.0
6404    End
6405  
6406    ParticleSystem
6407      Name = NukeBlastWave
6408      InitialDelay = 300 300 UNIFORM   ;In milliseconds
6409      Offset = X:0.0 Y:0.0 Z:15.0
6410    End
6411  
6412    ParticleSystem
6413      Name = NukeBaikonurShockwaveInverted
6414      InitialDelay = 300 300 UNIFORM   ;In milliseconds
6415      Offset = X:0.0 Y:0.0 Z:20.0
6416    End
6417  
6418    ParticleSystem
6419      Name = NukeMushroomStem
6420      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6421      Offset = X:0.0 Y:0.0 Z:30.0
6422    End
6423  
6424    ParticleSystem
6425      Name = NukeGLAShockwave
6426      InitialDelay = 200 200 UNIFORM   ;In milliseconds
6427      Offset = X:0.0 Y:0.0 Z:10.0
6428    End
6429  
6430    ParticleSystem
6431      Name = BTNukeMushroomRing
6432      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
6433      Offset = X:0.0 Y:0.0 Z:50.0
6434    End
6435  
6436  End
6437  
6438  ; ----------------------------------------------
6439  FXList WeaponFX_NeutronEmissionWeapon
6440    ParticleSystem
6441      Name = NeutronFieldLarge
6442      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
6443      Offset = X:0.0 Y:0.0 Z:1.0
6444    End
6445  End
6446  
6447  ; ----------------------------------------------
6448  ; weapon fx for Neutron Bomb
6449  ; ----------------------------------------------
6450  FXList FX_NeutronBomb
6451    ViewShake 
6452      Type = STRONG
6453    End
6454    TerrainScorch
6455      Type = RANDOM 
6456      Radius = 15
6457    End
6458    LightPulse 
6459      Color = R:255 G:255 B:255
6460      Radius = 30
6461      IncreaseTime = 0 
6462      DecreaseTime = 2000
6463    End
6464    ParticleSystem
6465      Name         = DaisyExplosionScatterIgnite1
6466    End
6467    ParticleSystem
6468      Name         = DaisyDustShockwave
6469      Offset = X:0.0 Y:0.0 Z:0.0
6470    End
6471    ;ParticleSystem
6472    ;  Name = NeutronSpray
6473    ;End
6474    ParticleSystem
6475      Name = NeutronLenzflare
6476      Offset = X:0 Y:0 Z:2
6477    End
6478    Sound 
6479      Name = ExplosionMiniNuke
6480    End
6481  End
6482  
6483  ; ----------------------------------------------
6484  FXList FX_PatriotIgnition
6485    ParticleSystem
6486      Name = PatriotBackblast
6487      OrientToObject = Yes    
6488    End
6489    ParticleSystem
6490      Name = PatriotIgnitionCloud
6491      OrientToObject = Yes    
6492    End
6493  End
6494  
6495  ; ----------------------------------------------
6496  FXList FX_RodsExtended
6497    Sound
6498      Name = RodsExtendingAmbient
6499    End
6500  End
6501  
6502  ; ----------------------------------------------
6503  FXList ScudStormMissilesRaising
6504    Sound
6505      Name = ScudStormInitiated
6506    End
6507  End
6508  


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