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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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