;////////////////////////////////////////////////////////////////////////////// ;FILE: FXList.ini (SYSTEM) //////////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// FXList FX_12GenericShockwaveFinal ParticleSystem Name = ScudLauncherExplosionSmoke OrientToObject = Yes End ParticleSystem Name = 12Shockwave Offset = X:0 Y:0 Z:2 End ParticleSystem Name = 12LenzFlare Offset = X:0 Y:0 Z:10 End ParticleSystem Name = ScudMissleLauncherExplosionTrailArms Offset = X:0 Y:0 Z:5 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ---------------------------------------------- FXList WeaponFX_ToxinShellWeapon ParticleSystem Name = ToxicShellExplosion End End ; ---------------------------------------------- FXList FX_CarOverlappedByCrusher Sound Name = CarMount End End ; ---------------------------------------------- FXList FX_GIDie ; yes, an empty FXList. Why? Not sure. End ; ---------------------------------------------- FXList FX_GIDieCrushed Sound Name = InfantryCrush End End ; ---------------------------------------------- FXList FX_DamageMinorArmorPiercing ; yes, an empty FXList. Why? Not sure. End ; ---------------------------------------------- FXList FX_DamageMajorArmorPiercing ; yes, an empty FXList. Why? Not sure. End ; ---------------------------------------------- FXList FX_DamageTankStruck ParticleSystem Name = TankStruckSmoke Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = TankStruckDebris Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = TankStruckSparks Height = 10 10 CONSTANT End ParticleSystem Name = TankStruckLenzflare Height = 10 10 CONSTANT End LightPulse Color = R:255 G:255 B:128 Radius = 30 IncreaseTime = 0 DecreaseTime = 500 End Sound Name = VehicleImpactHeavy End End ; ---------------------------------------------- FXList FX_HeroicDamageTankStruck ParticleSystem Name = TankStruckSmoke Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = TankStruckDebris Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = TankStruckSparks Height = 10 10 CONSTANT End ParticleSystem Name = HeroicTankStruckLenzflare Height = 10 10 CONSTANT End LightPulse Color = R:255 G:255 B:128 Radius = 30 IncreaseTime = 0 DecreaseTime = 500 End Sound Name = VehicleImpactHeavy End End ; ---------------------------------------------- FXList FX_DamageSmallTankStruck ParticleSystem Name = SmallTankStruckSmoke Height = 0 0 CONSTANT End ParticleSystem Name = SmallTankStruckSparks Height = 0 0 CONSTANT End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End Sound Name = VehicleImpactLight End End ; ---------------------------------------------- FXList FX_DamageTankStruckSmallArms ParticleSystem Name = TankStruckSparks Height = 10 10 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End Sound Name = VehicleImpactLight End End ; ---------------------------------------------- FXList FX_DamageDisableVehicle ParticleSystem Name = TankStruckSparks Height = 10 10 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End Sound Name = VehicleImpactLight End Sound Name = BuildingDisabled End End ; ---------------------------------------------- FXList FX_HeroicDamageDisableVehicle ParticleSystem Name = TankStruckSparks Height = 10 10 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End Sound Name = VehicleImpactLight End Sound Name = BuildingDisabled End End ; ---------------------------------------------- FXList FX_DamageSmallTankStruckSmallArms ParticleSystem Name = SmallTankStruckSparks Height = 0 0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End LightPulse Color = R:128 G:128 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 100 End Sound Name = VehicleImpactLight End End ; ---------------------------------------------- FXList FX_HeroicDamageTankStruckSmallArms ParticleSystem Name = HeroicTankStruckSparks Offset = X:0.0 Y:0.0 Z:5.0 ; Height = 0 0 CONSTANT End ParticleSystem Name = TankStruckSmallArmsSmoke Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End LightPulse Color = R:255 G:0 B:0 Radius = 25 IncreaseTime = 0 DecreaseTime = 100 End Sound Name = VehicleImpactLight End End ; ---------------------------------------------- FXList FX_DamageInfantryStruck ParticleSystem Name = InfantryMortarDebris End ParticleSystem Name = InfantryMortarDust End Sound ; Name = VehicleImpactLight End End ; ---------------------------------------------- FXList FX_DamageInfantryStruckSmallArms ParticleSystem Name = InfantryStruckSparks Height = 10 10 CONSTANT End ParticleSystem Name = InfantryStruckSmallArmsSmoke Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End Sound ; Name = VehicleImpactLight End End ; ---------------------------------------------- FXList FX_HeroicDamageInfantryStruckSmallArms ParticleSystem Name = HeroicInfantryStruckSparks Height = 10 10 CONSTANT End ParticleSystem Name = InfantryStruckSmallArmsSmoke OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = HeroicInfantryStruckFlare End Sound ; Name = VehicleImpactLight End End ; ---------------------------------------------- FXList FX_DamageTankStruckFlame ParticleSystem Name = TankStruckFlame Height = 10 10 CONSTANT End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End End ; ---------------------------------------------- FXList FX_TechnicalGunnerHitsGround ParticleSystem Name = TreeBounceDust End Sound Name = TechnicalBodyfall End End ; ---------------------------------------------- ; weapon fx for firing the gun (but not the shells landing) FXList WeaponFX_BattleshipBogusGun ; This is where the battleship shake needs to be set ViewShake Type = SEVERE End ParticleSystem Name = BattleshipMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = BattleshipMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = BattleshipMuzzleFlashWave Offset = X:0.0 Y:0.0 Z:-20.0 OrientToObject = Yes End End ; ---------------------------------------------- ; weapon fx for a "shell" "landing" on the target ; @todo srj -- placeholder FX FXList WeaponFX_BattleshipTargetExplode ViewShake Type = SUBTLE End TerrainScorch Type = RANDOM Radius = 15 End LightPulse Color = R:255 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End ParticleSystem Name = MortarDebris End ParticleSystem Name = MortarDust End Sound Name = ExplosionBattleshipTarget End End ; ---------------------------------------------- FXList WeaponFX_NeutronMissile Sound Name = NeutronMissileRelease End End ; ---------------------------------------------- FXList FX_ScudLauncherIgnition ; Sound ; Name = NeutronMissileRelease ; End ParticleSystem Name = ScudStormIgnitionCloud Offset = X:-20.0 Y:0.0 Z:3.0 OrientToObject = Yes End End ; ---------------------------------------------- FXList WeaponFX_ScudStormMissile Sound Name = NeutronMissileRelease End End ; ---------------------------------------------- FXList FX_ScudStormIgnition Sound Name = NeutronMissileRelease End ParticleSystem Name = ScudStormIgnitionCloud Offset = X:0.0 Y:0.0 Z:3.0 End End ; ---------------------------------------------- FXList FX_TomahawkIgnition Sound ; Name = NeutronMissileRelease End ParticleSystem Name = ScudStormIgnitionCloud Offset = X:0.0 Y:0.0 Z:3.0 OrientToObject = Yes End End ; ---------------------------------------------- FXList ScudStormMissileDetonation ViewShake Type = SEVERE End Sound Name = ExplosionScudExplosive End ParticleSystem Name = ScudMissleExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = ScudMissleLenzFlare Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = ScudMissleExplosionTrailArms InitialDelay = 100 100 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End End ; ---------------------------------------------- FXList WeaponFX_NapalmMissile Sound Name = FireStormMissileWeapon End End ; ---------------------------------------------- FXList WeaponFX_DragonTankFlameWeapon LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End End ; ---------------------------------------------- FXList WeaponFX_DragonTankFlameWeaponUpgraded LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End End ; ---------------------------------------------- FXList WeaponFX_ToxinTruckFlameWeapon LightPulse Color = R:64 G:255 B:64 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End End ; ---------------------------------------------- FXList WeaponFX_ToxinTruckFlameWeaponUpgraded LightPulse Color = R:64 G:64 B:255 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End End ; ---------------------------------------------- FXList WeaponFX_CleanupFireWeapon LightPulse Color = R:200 G:200 B:255 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End End FXList WeaponFX_Ebola2Weapon LightPulse Color = R:1 G:1 B:1 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End End FXList WeaponFX_Ebola1Weapon LightPulse Color = R:200 G:1 B:1 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End End ; ---------------------------------------------- FXList WeaponFX_GenericTankShellDetonation Sound Name = ExplosionRocketBuggyMissile End ParticleSystem Name = BuggyMissileExplosion UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon. End ParticleSystem Name = BuggyMissileExplosionSmoke End End ; ---------------------------------------------- FXList WeaponFX_InfernoTankShellDetonation Sound Name = ExplosionFire End ParticleSystem Name = BuggyMissileExplosion UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon. End ParticleSystem Name = BuggyMissileExplosionSmoke End End ; ---------------------------------------------- FXList WeaponFX_GenericTankGunNoTracer ViewShake Type = NORMAL End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = TankMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = TankMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = TankMuzzleFlare OrientToObject = Yes End ParticleSystem Name = TankMuzzleWave OrientToObject = Yes CreateAtGroundHeight = Yes End End ; ---------------------------------------------- FXList WeaponFX_HeroicGenericTankGunNoTracer ViewShake Type = NORMAL End LightPulse Color = R:128 G:0 B:0 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = HeroicTankMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = HeroicTankMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = HeroicTankMuzzleFlare OrientToObject = Yes End ParticleSystem Name = TankMuzzleWave OrientToObject = Yes CreateAtGroundHeight = Yes End End ; ---------------------------------------------- FXList WeaponFX_NukeCannonMuzzleFlash ViewShake Type = NORMAL End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = NukeCannonMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = NukeCannonMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = NukeCannonMuzzleFlare OrientToObject = Yes End ParticleSystem Name = NukeCannonMuzzleFlashRing OrientToObject = Yes End ParticleSystem Name = NukeCannonMuzzleWave OrientToObject = Yes CreateAtGroundHeight = Yes End End ; ---------------------------------------------- FXList WeaponFX_HeroicNukeCannonMuzzleFlash ViewShake Type = NORMAL End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = NukeCannonMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = NukeCannonMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = HeroicNukeCannonMuzzleFlare OrientToObject = Yes End ParticleSystem Name = HeroicNukeCannonMuzzleFlashRing OrientToObject = Yes End ParticleSystem Name = NukeCannonMuzzleWave OrientToObject = Yes CreateAtGroundHeight = Yes End End ; ---------------------------------------------- FXList WeaponFX_GenericTankGunNoTracerSmall ViewShake Type = NORMAL End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = TankSmallMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = TankSmallMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = TankSmallMuzzleFlare OrientToObject = Yes End End ; ---------------------------------------------- FXList WeaponFX_HeroicGenericTankGunNoTracerSmall ViewShake Type = NORMAL End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = TankSmallMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = TankSmallMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = HeroicTankSmallMuzzleFlare OrientToObject = Yes End End ; ---------------------------------------------- FXList WeaponFX_GenericTankGun ViewShake Type = NORMAL End LightPulse Color = R:255 G:255 B:128 Radius = 25 IncreaseTime = 0 DecreaseTime = 500 End Tracer DecayAt = 0.5 Length = 20 Width = 0.5 Color = R:230 G:204 B:179 End ParticleSystem Name = TankMuzzleFlashSmoke OrientToObject = Yes RotateY = 90 End ParticleSystem Name = TankMuzzleFlashFlame OrientToObject = Yes RotateY = 90 End End ; ---------------------------------------------- FXList WeaponFX_GenericMachineGunFire LightPulse Color = R:255 G:255 B:128 Radius = 10 IncreaseTime = 0 DecreaseTime = 200 End ParticleSystem Name = GattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:255 B:255 Speed = 600 Probability = 0.5 End End ; ---------------------------------------------- FXList WeaponFX_GenericMachineGunFireWithRedTracers LightPulse Color = R:128 G:0 B:0 Radius = 25 IncreaseTime = 0 DecreaseTime = 200 End ParticleSystem Name = HeroicGattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:0 B:0 Speed = 300 Probability = 0.5 End End ; ---------------------------------------------- FXList WeaponFX_GattlingTankMachineGunFire LightPulse Color = R:255 G:255 B:128 Radius = 10 IncreaseTime = 0 DecreaseTime = 100 End ParticleSystem Name = GattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShellsGattling OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:255 B:255 Speed = 1200 Probability = 0.7 End End ; ---------------------------------------------- FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers LightPulse Color = R:255 G:64 B:64 Radius = 25 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = HeroicGattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShellsGattling OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:0 B:0 Speed = 1200 Probability = 0.7 End End ; ---------------------------------------------- FXList WeaponFX_GattlingCannonMachineGunFire LightPulse Color = R:255 G:255 B:128 Radius = 10 IncreaseTime = 0 DecreaseTime = 100 End ParticleSystem Name = GattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShellsGattlingTilted OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:255 B:255 Speed = 1200 Probability = 0.7 End End ; ---------------------------------------------- FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers LightPulse Color = R:255 G:64 B:64 Radius = 25 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = HeroicGattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShellsGattlingTilted OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:0 B:0 Speed = 1200 Probability = 0.7 End End ; ---------------------------------------------- FXList WeaponFX_RedguardMachineGunFire LightPulse Color = R:255 G:255 B:128 Radius = 10 IncreaseTime = 0 DecreaseTime = 100 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:230 G:204 B:179 Speed = 300 Probability = 0.5 End End ; ---------------------------------------------- FXList WeaponFX_HeroicRedguardMachineGunFire LightPulse Color = R:255 G:255 B:128 Radius = 10 IncreaseTime = 0 DecreaseTime = 100 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:0 B:0 Speed = 300 Probability = 0.5 End End ; ---------------------------------------------- FXList WeaponFX_RangerAdvancedCombatRifleFire LightPulse Color = R:255 G:255 B:128 Radius = 20 IncreaseTime = 0 DecreaseTime = 300 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:230 G:204 B:179 Speed = 300 Probability = 0.5 End End ; ---------------------------------------------- FXList WeaponFX_HeroicRangerAdvancedCombatRifleFire LightPulse Color = R:255 G:255 B:128 Radius = 20 IncreaseTime = 0 DecreaseTime = 300 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:0 B:0 Speed = 300 Probability = 0.9 End End ; ---------------------------------------------- FXList WeaponFX_Comanche20mmCannonFire LightPulse Color = R:255 G:255 B:255 Radius = 60 IncreaseTime = 0 DecreaseTime = 100 End ParticleSystem Name = GattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShellsComanche OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:128 G:128 B:128 Speed = 600 ; Probability = 0.9 End End ; ---------------------------------------------- FXList WeaponFX_HeroicComanche20mmCannonFire LightPulse Color = R:255 G:128 B:128 Radius = 60 IncreaseTime = 0 DecreaseTime = 100 End ParticleSystem Name = HeroicGattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShellsComanche OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:196 G:0 B:0 Speed = 600 ; Probability = 0.9 End End ; ---------------------------------------------- FXList WeaponFX_WatchTowerMachineGunFire LightPulse Color = R:255 G:255 B:128 Radius = 21 IncreaseTime = 0 DecreaseTime = 100 End ParticleSystem Name = GattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End End ; ---------------------------------------------- FXList WeaponFX_CommandoMachineGunFire LightPulse Color = R:255 G:255 B:128 Radius = 10 IncreaseTime = 0 DecreaseTime = 100 End End ; ---------------------------------------------- FXList WeaponFX_QuadCannonGunFire LightPulse Color = R:128 G:128 B:64 Radius = 20 IncreaseTime = 0 DecreaseTime = 100 End ParticleSystem Name = GattlingCannonLenzflareIntense OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:255 B:255 Speed = 300 Probability = 0.5 End End ; ---------------------------------------------- FXList WeaponFX_HeroicQuadCannonGunFire LightPulse Color = R:255 G:255 B:128 Radius = 20 IncreaseTime = 0 DecreaseTime = 300 End ParticleSystem Name = HeroicGattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:255 G:0 B:0 Speed = 300 Probability = 0.5 End End ; ---------------------------------------------- FXList WeaponFX_TechnicalGunFire LightPulse Color = R:255 G:255 B:128 Radius = 25 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = GattlingCannonLenzflareIntense OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:230 G:204 B:179 Speed = 300 Probability = 0.25 End End ; ---------------------------------------------- FXList WeaponFX_NapalmMissileDetonation ParticleSystem Name = NapalmExplosionArms End ParticleSystem Name = NapalmFire Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NapalmExplosionFlare Offset = X:0.0 Y:0.0 Z:15.0 End TerrainScorch Type = RANDOM Radius = 15 End LightPulse Color = R:255 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End Sound Name = ExplosionFire End End ; ---------------------------------------------- FXList WeaponFX_BlackNapalmMissileDetonation ParticleSystem Name = NapalmExplosionArms End ParticleSystem Name = NapalmFire Offset = X:0.0 Y:0.0 Z:5.0 End TerrainScorch Type = RANDOM Radius = 15 End LightPulse Color = R:255 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End Sound Name = ExplosionFire End End ; ---------------------------------------------- FXList WeaponFX_MolotovCocktailDetonation ParticleSystem Name = MolotovFlames End ParticleSystem Name = MolotovGlassShatter End TerrainScorch Type = RANDOM Radius = 18 End LightPulse Color = R:255 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End Sound Name = MolotovCocktailShatter End End ; ---------------------------------------------- FXList WeaponFX_JetMissileDetonation ViewShake Type = NORMAL End TerrainScorch Type = RANDOM Radius = 15 End LightPulse Color = R:255 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End Sound Name = ExplosionJetMissile End End ; ---------------------------------------------- FXList FX_BombExplosion ParticleSystem Name = CarpetBombExplosionSmoke End ParticleSystem Name = CarpetBombExplosionShockwave End ViewShake Type = NORMAL End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = Explosion End End ; ---------------------------------------------- FXList FX_TankDieExplosion ViewShake Type = NORMAL End TerrainScorch Type = RANDOM Radius = 15 End LightPulse Color = R:255 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------------- ; The death of a Jet FXList FX_JetDeathExplosion ParticleSystem Name = JetExplosion OrientToObject = Yes End ParticleSystem Name = JetDebris OrientToObject = Yes End ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 Radius = 15 30 UNIFORM Height = 0 0 UNIFORM InitialDelay = 50 667 UNIFORM OrientToObject = Yes End ViewShake Type = NORMAL End End ; ----------------------------------------------------------------------------------- ; The death of a Raptor ; ********************* ; KM: This is a COPY of the jet death explosion. Mike Jones -- I added this for you ; to take over and make it look cool! :) ; ********************* FXList FX_RaptorDeathExplosion ParticleSystem Name = JetExplosion OrientToObject = Yes End ParticleSystem Name = JetDebris OrientToObject = Yes End ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 Radius = 15 30 UNIFORM Height = 0 0 UNIFORM InitialDelay = 50 667 UNIFORM OrientToObject = Yes End ViewShake Type = NORMAL End End ; ----------------------------------------------------------------------------------- FXList FX_GenericTankDeathExplosion ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = MammothTankSubExplosionSmoke Radius = 15 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 167 667 UNIFORM End ParticleSystem Name = MammothTankExplosionDebris End ParticleSystem Name = MammothTankExplosionLenzflare Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = MammothTankExplosionShockwave End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------------- FXList FX_AmericaVehicleTomahawkDeathExplosion ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 Radius = 15 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 167 667 UNIFORM End ParticleSystem Name = MammothTankExplosionDebris End ParticleSystem Name = MammothTankExplosionShockwave End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------------- FXList FX_ChinaVehicleNukeCannonDeathExplosion ; ----------------------------------------------------------------------------- ViewShake Type = SEVERE End Sound Name = ExplosionMiniNuke End ParticleSystem Name = NukeCannonFlare InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End ParticleSystem Name = NukeCannonRing Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NukeCannonBlastWave InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing InitialDelay = 1000 1000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End End FXList FX_dirtynukedeath ; ----------------------------------------------------------------------------- ViewShake Type = SEVERE End Sound Name = ExplosionMiniNuke End ParticleSystem Name = NukeCannonFlare InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End ParticleSystem Name = NukeCannonRing Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NukeCannonBlastWave InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing InitialDelay = 1000 1000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End End ;--------------------------------------------------------------------------------------- ;The list of effects that occur when the beam hits the ground. The number of times the ;beam hits the ground is specified in the particle uplink cannon's settings, and changing ;it does NOT effect gameplay -- so change as you see fit! ;--------------------------------------------------------------------------------------- FXList FX_ParticleUplinkCannon_BeamHitsGround ; ViewShake ; Type = SEVERE ; End ; Sound ; Name = ExplosionScudExplosive ; End ParticleSystem Name = ParticleCannonUplink_HitFlare Offset = X:0.0 Y:0.0 Z:2.0 OrientToObject = Yes End ParticleSystem Name = ParticleUplinkCannon_Magma Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = ParticleUplinkCannon_Sparks Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = ParticleUplinkCannon_Shockwave Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = ParticleUplinkCannon_Fire Offset = X:0.0 Y:0.0 Z:1.0 End End ; --------------------------------------------------------------------------------------- FXList FX_ParticleUplinkCannon_BeamLaunchIteration ; ViewShake ; Type = SEVERE ; End ; Sound ; Name = ExplosionScudExplosive ; End ParticleSystem Name = ParticleUplinkCannon_LaunchFlare Offset = X:0.0 Y:0.0 Z:10.0 End ; ParticleSystem ; Name = ParticleUplinkCannon_Magma ; Offset = X:0.0 Y:0.0 Z:1.0 ; End End ; --------------------------------------------------------------------------------------- ; The initial detonation of the Mammoth Tank - fiery 'arms' shoot out, and it breaks apart FXList FX_GenericTankDeathEffect ParticleSystem Name = MammothTankExplosionArms End Sound Name = Explosion End End ; ----------------------------------------------------------------------------- FXList FX_CrusaderCatchFire ParticleSystem Name = TankFire Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = ExplosionBarrel End End ; ----------------------------------------------------------------------------- FXList FX_HumveeExplosionOneInitial ParticleSystem Name = HotPillarArms Offset = X:10 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = ExplosionBarrel End End ; ----------------------------------------------------------------------------------- ; The secondary detonation of the Humvee FXList FX_HumveeExplosionOneFinal ParticleSystem Name = HumveeExplosionSmoke End ParticleSystem Name = HumveeSubExplosionSmoke Count = 3 Radius = 15 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 167 667 UNIFORM End ParticleSystem Name = HumveeExplosionDebris End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------- FXList FX_HumveeDamageTransition ParticleSystem Name = HumveeTransitionExplosion1 Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_ComancheDamageTransition ParticleSystem Name = ComancheTransitionSmoke Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_JetBigDamageTransition ParticleSystem Name = JetTransitionSmokeLarge Offset = X:0 Y:0 Z:10 OrientToObject = Yes End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_BattleMasterExplosionOneInitial ParticleSystem Name = HotPillarArms Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = ExplosionBarrel End End ; ----------------------------------------------------------------------------- FXList FX_GattlingExplosionOneInitial ParticleSystem Name = HotPillarArms Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = ExplosionBarrel End End ; ----------------------------------------------------------------------------- FXList FX_GattlingExplosionOneFinal ParticleSystem Name = BattleMasterTankExplosionSmoke End ParticleSystem Name = BattleMasterTankSubExplosionSmoke Count = 3 Radius = 15 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 167 667 UNIFORM End ParticleSystem Name = BattleMasterTankExplosionDebris End ParticleSystem Name = BattleMasterTankExplosionShockwave End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------- FXList FX_BattleMasterExplosionOneFinal ParticleSystem Name = BattleMasterTankExplosionSmoke End ParticleSystem Name = BattleMasterTankExplosionDebris End ParticleSystem Name = BattleMasterTankExplosionShockwave Offset = X:0 Y:0 Z:2 End ParticleSystem Name = BattleMasterTankExplosionLenzflare Offset = X:0 Y:0 Z:10 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------- FXList FX_ScudLauncherExplosionOneFinal ParticleSystem Name = ScudLauncherExplosionSmoke OrientToObject = Yes End ParticleSystem Name = BattleMasterTankExplosionDebris End ParticleSystem Name = BattleMasterTankExplosionShockwave Offset = X:0 Y:0 Z:2 End ParticleSystem Name = BattleMasterTankExplosionLenzflare Offset = X:0 Y:0 Z:10 End ParticleSystem Name = ScudMissleLauncherExplosionTrailArms Offset = X:0 Y:0 Z:5 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------- FXList FX_SupplyTruckExplosionOneFinal ParticleSystem Name = ScudLauncherExplosionSmoke OrientToObject = Yes End ParticleSystem Name = BattleMasterTankExplosionDebris End ParticleSystem Name = BattleMasterTankExplosionShockwave Offset = X:0 Y:0 Z:2 End ParticleSystem Name = BattleMasterTankExplosionLenzflare Offset = X:0 Y:0 Z:10 End ; ParticleSystem ; Name = ScudMissleLauncherExplosionTrailArms ; Offset = X:0 Y:0 Z:5 ; End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------- FXList FX_ToxinTruckExplosionOneFinal ParticleSystem Name = BattleMasterTankExplosionSmoke End ParticleSystem Name = BattleMasterTankExplosionDebris End ParticleSystem Name = ScudMissleExplosionTrailArms Offset = X:0 Y:0 Z:2 End ParticleSystem Name = ToxicExplosionLarge Offset = X:0 Y:0 Z:5 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------- FXList FX_GattlingExplosionOneFinal ParticleSystem Name = BattleMasterTankExplosionSmoke End ParticleSystem Name = BattleMasterTankExplosionDebris End ParticleSystem Name = BattleMasterTankExplosionShockwave Offset = X:0 Y:0 Z:2 End ParticleSystem Name = BattleMasterTankExplosionLenzflare Offset = X:0 Y:0 Z:10 End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------- FXList FX_BattleMasterDamageTransition ParticleSystem Name = BattleMasterTransitionExplosion Offset = X:0 Y:0 Z:10 End ParticleSystem Name = BattleMasterTransitionLenzflare Offset = X:0 Y:0 Z:1 End ParticleSystem Name = BattleMasterTransitionDebris Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_BattleMasterDamageTransitionSmall ParticleSystem Name = BattleMasterTransitionExplosionSmall Offset = X:0 Y:0 Z:10 End ParticleSystem Name = BattleMasterTransitionLenzflareSmall Offset = X:0 Y:0 Z:1 End ParticleSystem Name = BattleMasterTransitionDebrisSmall Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_BattleDroneDamageTransitionSmall ParticleSystem Name = BattleMasterTransitionExplosionSmall Offset = X:0 Y:0 Z:10 End ParticleSystem Name = BattleMasterTransitionLenzflareSmall Offset = X:0 Y:0 Z:1 End ParticleSystem Name = BattleMasterTransitionDebrisSmall Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End End ; ----------------------------------------------------------------------------- FXList FX_ScudLauncherDamageTransition ParticleSystem Name = ScudLauncherTransitionExplosion Offset = X:0 Y:0 Z:5 OrientToObject = Yes End ParticleSystem Name = ScudLauncherTransitionLenzflare Offset = X:0 Y:0 Z:1 OrientToObject = Yes End ParticleSystem Name = ScudLauncherTransitionDebris Offset = X:0 Y:0 Z:10 OrientToObject = Yes End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_OverlordSmoke ParticleSystem Name = TankSmoke Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = ExplosionBarrel End End ; ----------------------------------------------------------------------------- FXList FX_OverlordExplosionOneInitial ParticleSystem Name = HotPillarArms Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = ExplosionBarrel End End ; ----------------------------------------------------------------------------------- FXList FX_OverlordExplosionOneFinal ParticleSystem Name = OverlordExplosionSmoke End ParticleSystem Name = OverlordSubExplosionSmoke Radius = 15 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 167 667 UNIFORM End ParticleSystem Name = OverlordExplosionDebris End ParticleSystem Name = OverlordExplosionLenzflare Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = OverlordExplosionShockwave End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------- FXList FX_OverlordDamageTransition ParticleSystem Name = OverlordTransitionExplosion Offset = X:0 Y:0 Z:10 End ParticleSystem Name = OverlordTransitionDebris Offset = X:0 Y:0 Z:10 End ParticleSystem Name = OverlordTransitionLenzflare Offset = X:0 Y:0 Z:1 End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_NukeCannonDamageTransition ParticleSystem Name = NukeCannonTransitionExplosion Offset = X:0 Y:0 Z:10 End ParticleSystem Name = NukeCannonTransitionDebris Offset = X:0 Y:0 Z:10 End ParticleSystem Name = NukeCannonTransitionLenzflare Offset = X:0 Y:0 Z:1 End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_DragonDamageTransition ParticleSystem Name = DragonTransitionExplosion Offset = X:0 Y:0 Z:10 End ParticleSystem Name = DragonTransitionDebris Offset = X:0 Y:0 Z:10 End ParticleSystem Name = DragonTransitionLenzflare Offset = X:0 Y:0 Z:1 End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_CrusaderDamageTransition ParticleSystem Name = DragonTransitionExplosion1 Offset = X:0 Y:0 Z:0 End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_MIGDamageTransition ParticleSystem Name = MIGTransitionSmoke Offset = X:0 Y:0 Z:0 OrientToObject = Yes End ViewShake Type = SUBTLE End Sound Name = VehicleDamagedState End End ; ----------------------------------------------------------------------------- FXList FX_DragonNapalmSpill ParticleSystem Name = NapalmSpill01 Offset = X:0 Y:0 Z:10 ; AttachToObject = YES End ParticleSystem Name = NapalmSpill02 ; AttachToObject = YES Offset = X:0 Y:0 Z:10 End Sound Name = FireHydrantBreak End End ; ----------------------------------------------------------------------------------- ; The secondary detonation of the Dragon Tank - multiple explosions, dirt, shockwave FXList FX_DragonTankDeathExplosionFinal ParticleSystem Name = OverlordExplosionSmoke End ParticleSystem Name = OverlordSubExplosionSmoke Radius = 15 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 167 667 UNIFORM End ParticleSystem Name = FirestormSmall End ParticleSystem Name = FirestormRingSmall OrientToObject = Yes Offset = X:0 Y:0 Z:1 End ViewShake Type = SUBTLE End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ; ----------------------------------------------------------------------------- FXList FX_QuadCannonCatchFire ParticleSystem Name = TankFire Offset = X:0 Y:0 Z:10 End ViewShake Type = SUBTLE End Sound Name = QuadCannonCatchFire End End ; ---------------------------------------------- FXList FX_FireHydrantExplode Sound Name = FireHydrantBreak End End ; ---------------------------------------------- ; The death of a small structure FXList FX_SmallStructureDeath ; firey "heart" of the explosion ParticleSystem Name = MammothTankSubExplosionSmoke End ParticleSystem Name = MammothTankSubExplosionSmoke Radius = 15 30 UNIFORM Height = 15 30 UNIFORM InitialDelay = 200 300 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Count = 1 ;Radius = 10 20 UNIFORM Height = 0 0 UNIFORM InitialDelay = 0 200 UNIFORM End ParticleSystem Name = StructureSubExplosionSmoke Count = 5 Radius = 15 30 UNIFORM Height = 0 30 UNIFORM InitialDelay = 167 1000 UNIFORM End ParticleSystem Name = StructureExplosionDebris End ParticleSystem Name = SmallStructureExplosionShockwave End ViewShake Type = STRONG End End ; ---------------------------------------------- ; The death of a large structure FXList FX_LargeStructureDeath Sound Name = BuildingDie End ; firey "heart" of the explosion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 2 Radius = 20 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 0 200 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Count = 3 ; 4 Radius = 10 40 UNIFORM Height = 0 20 UNIFORM InitialDelay = 0 200 UNIFORM End ParticleSystem Name = StructureSubExplosionSmoke Count = 5 Radius = 15 50 UNIFORM Height = 0 40 UNIFORM InitialDelay = 167 1000 UNIFORM End ParticleSystem Name = StructureExplosionDebris End ParticleSystem Name = LargeStructureExplosionShockwave End ViewShake Type = STRONG End End ; ----------------------------------------------------------------------------- ; The death of a command center ; ----------------------------------------------------------------------------- FXList FX_CommandCenterDeath ; firey "heart" of the explosion ParticleSystem Name = MammothTankSubExplosionSmoke Count = 2 Radius = 20 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 0 200 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Count = 3 ; 4 Radius = 10 40 UNIFORM Height = 0 20 UNIFORM InitialDelay = 0 200 UNIFORM End ParticleSystem Name = StructureSubExplosionSmoke Count = 5 Radius = 15 50 UNIFORM Height = 0 40 UNIFORM InitialDelay = 167 1000 UNIFORM End ParticleSystem Name = StructureExplosionDebris End ParticleSystem Name = LargeStructureExplosionShockwave End ViewShake Type = STRONG End End ; ----------------------------------------------------------------------------- ; The start of a Asian TV Station death ; ----------------------------------------------------------------------------- FXList FX_AsianTVStationDeath ; firey heard explosion at repair bay ParticleSystem Name = SubExplosionSmoke01 Offset = X:-30 Y:15: Z:10 Count = 2 Radius = 1 8 UNIFORM Height = 1 8 UNIFORM InitialDelay = 100 200 UNIFORM End ; firey heard explosion at repair bay ParticleSystem Name = SubExplosionSmoke01 Offset = X:30 Y:15: Z:10 Count = 2 Radius = 1 8 UNIFORM Height = 1 8 UNIFORM InitialDelay = 100 200 UNIFORM End ; firey heard explosion at repair bay ParticleSystem Name = SubExplosionSmoke01 Offset = X:30 Y:-15: Z:10 Count = 2 Radius = 1 8 UNIFORM Height = 1 8 UNIFORM InitialDelay = 100 200 UNIFORM End ; firey heard explosion at repair bay ParticleSystem Name = SubExplosionSmoke01 Offset = X:-30 Y:-15: Z:10 Count = 2 Radius = 1 8 UNIFORM Height = 1 8 UNIFORM InitialDelay = 100 200 UNIFORM End End ; ----------------------------------------------------------------------------- ; The start of a war factory death ; ----------------------------------------------------------------------------- FXList FX_AmericaWarFactoryDeathStart ; shake the screen a bit ViewShake Type = NORMAL End End ; ----------------------------------------------------------------------------- ; The final death of a war factory ; ----------------------------------------------------------------------------- FXList FX_AmericaWarFactoryDeathFinal ; square shockwave around base of structure ParticleSystem Name = LargeSquareShockwave OrientToObject = Yes End ; firey heard explosion at above entrance arc ParticleSystem Name = SubExplosionSmoke01 Offset = X:30 Y:-30: Z:10 Count = 1 Radius = 1 8 UNIFORM Height = 1 8 UNIFORM InitialDelay = 200 400 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = StructureExplosionSmoke Offset = X:0 Y:0 Z:10 Count = 3 Radius = 10 40 UNIFORM Height = 0 20 UNIFORM InitialDelay = 0 200 UNIFORM End ; lighter than dusty clouds support smoke puffs ParticleSystem Name = StructureSubExplosionSmoke Count = 5 Radius = 15 50 UNIFORM Height = 0 40 UNIFORM InitialDelay = 267 1000 UNIFORM End ; shake the screen ViewShake Type = STRONG End ; play a sound Sound Name = BuildingDie End End ; ----------------------------------------------------------------------------- ; The opening of the ChinaNuclearMissileLauncher door ; ----------------------------------------------------------------------------- FXList ChinaNuclearMissileLauncherDoorOpen Sound Name = BuildingNeutronMissileOpen End End ; ----------------------------------------------------------------------------- ; The launching of the ChinaNuclearMissileLauncher missile ; ----------------------------------------------------------------------------- FXList ChinaNuclearMissileLauncherLaunch Sound Name = BuildingNeutronMissileLaunch End End ; ---------------------------------------------- FXList FX_ABPowerPlantExplode ParticleSystem Name = MammothTankExplosionSmoke End End ; ---------------------------------------------- FXList FX_ABStingerSiteExplode ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = SmallStructureExplosionShockwave End End ; ---------------------------------------------- FXList FX_ABTunnelNetworkExplode ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = SmallStructureExplosionShockwave End ParticleSystem Name = StructureExplosionSmallDebris End End ; ---------------------------------------------- FXList FX_TankerTruckExplode Sound Name = CarDie End ParticleSystem Name = SootySmokeColumn Offset = X:20 Y:0 Z:0 End ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = BarrelExplosionDebris Count = 3 Radius = 0 10 UNIFORM InitialDelay = 167 1000 UNIFORM End ParticleSystem Name = MammothTankSubExplosionSmoke Count = 10 Radius = 15 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 167 3000 UNIFORM End ParticleSystem Name = TankerTruckExplosionShockwave End Sound Name = GasStationDie End ViewShake Type = STRONG End End ; ---------------------------------------------- FXList FX_CarWallSmoke ParticleSystem Name = HumveeSubExplosionSmoke OrientToObject = Yes End End ; ---------------------------------------------- FXList FX_CarWallSpark ParticleSystem Name = FlatSparkSprayLineBurst Offset = X:0 Y:0 Z:10 OrientToObject = Yes End End ; ---------------------------------------------- FXList FX_BigRigExplode Sound Name = GasStationDie End ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = MammothTankExplosionShockwave End End ; ---------------------------------------------- FXList FX_CarCrush Sound Name = CarCrush End ParticleSystem Name = CarCrushSmoke End ParticleSystem Name = CarCrushDebris End End ; ---------------------------------------------- FXList FX_PropCrush Sound Name = CarCrush End ParticleSystem Name = PuffLarge End ParticleSystem Name = CarCrushDebris End End ; ---------------------------------------------- FXList FX_PropExplode ;Sound ; Name = CarCrush ;End ParticleSystem Name = PuffLarge End ParticleSystem Name = CarCrushDebris End End ; ---------------------------------------------- FXList FX_GenericCarExplode Sound Name = CarDie End ParticleSystem Name = Explosion End ParticleSystem Name = ExplosionSmoke End End ; ---------------------------------------------- FXList FX_TerroristExplode Sound Name = TerroristSuicides End ParticleSystem Name = Explosion End ParticleSystem Name = ExplosionSmoke End End ; ---------------------------------------------- FXList FX_LimoExplode Sound Name = CarDie End ParticleSystem Name = LimoExplosion End ParticleSystem Name = LimoExplosionArms Offset = X:12 Y:0 Z:0 End ParticleSystem Name = LimoExplosionArms Offset = X:-12 Y:0 Z:0 End ParticleSystem Name = LimoExplosionSmoke End Sound Name = Explosion End End ; ---------------------------------------------- FXList FX_LimoDamageTransition Sound Name = CarDie End ParticleSystem Name = LimoTransitionExplosion End Sound Name = VehicleDamagedState End End ; ---------------------------------------------- FXList FX_PoliceCarExplode Sound Name = CarDie End Sound Name = PoliceCarDie End ParticleSystem Name = Explosion End ParticleSystem Name = ExplosionSmoke End End ; ---------------------------------------------- FXList FX_StoneWallTopple ; @todo srj need better everything Sound Name = WallStoneDie End End ; ---------------------------------------------- FXList FX_ConcreteWallTopple Sound Name = WallStoneDie End End ; ---------------------------------------------- FXList FX_BrickWallTopple ; @todo srj need better everything Sound Name = WallStoneDie End End ; ---------------------------------------------- FXList FX_WoodWallTopple ; @todo srj need better everything Sound Name = WallWoodDie End End ; ---------------------------------------------- FXList FX_SandWallTopple ; @todo srj need better everything Sound Name = WallSandDie End End ; ---------------------------------------------- FXList FX_SandbagPileGoesPoof ParticleSystem Name = PuffSmall End Sound Name = WallSandDie End End ; ---------------------------------------------- FXList FX_GenericWallSegmentDeath ; @todo srj need better everything ParticleSystem Name = PuffSmall End ParticleSystem Name = StructureExplosionDebris End Sound Name = WallStoneDie End End ; ---------------------------------------------- FXList FX_ToppleTree Sound Name = CrushTree End End ; ---------------------------------------------- FXList FX_ToppleStreetSign Sound Name = StreetSignImpact End End ; ---------------------------------------------- FXList FX_ToppleLampPost Sound Name = LampPostShear End End ; ---------------------------------------------- FXList FX_TreeBounce Sound Name = TreeBounce End ParticleSystem Name = TreeBounceDust Offset = X:0 Y:0 Z:25 End End ; ---------------------------------------------- FXList FX_LampPostBounce Sound Name = LampPostBounce End End ; ---------------------------------------------- FXList FX_ChainLinkFenceTopple Sound Name = WallMetalDie End End ; ---------------------------------------------- FXList FX_ChainLinkFenceBounce Sound Name = LampPostBounce End ParticleSystem Name = TreeBounceDust Offset = X:0 Y:0 Z:25 End End ; ----------------------------------------------------------------------------------- ; An explosive barrel FXList FX_BarrelDeathExplosion ParticleSystem Name = BarrelExplosion End ParticleSystem Name = BarrelExplosionShockwave End ParticleSystem Name = BarrelExplosionDebris End ViewShake Type = SUBTLE End Sound Name = ExplosionBarrel End End ; ----------------------------------------------------------------------------------- ; A cinematic explosive barrel used in GLA05 for the bridge explosion FXList FX_CINE_BarrelDeathExplosion01 ParticleSystem Name = BarrelExplosion End ParticleSystem Name = BarrelExplosionShockwave End ParticleSystem Name = BarrelExplosionDebris End ViewShake Type = SUBTLE End Sound Name = CINE_ExplosionBarrel01 End End ; ----------------------------------------------------------------------------------- ; A cinematic explosive barrel used in GLA05 for the bridge explosion FXList FX_CINE_BarrelDeathExplosion02 ParticleSystem Name = BarrelExplosion End ParticleSystem Name = BarrelExplosionShockwave End ParticleSystem Name = BarrelExplosionDebris End ViewShake Type = SUBTLE End Sound Name = CINE_ExplosionBarrel02 End End ; ----------------------------------------------------------------------------------- FXList FX_PatriotMissileIgnition Sound Name = NoSound End ParticleSystem Name = PatriotMissileIgnitionCloud OrientToObject = Yes End End ; ----------------------------------------------------------------------------------- FXList WeaponFX_PatriotMissileDetonation Sound Name = NoSound End ParticleSystem Name = PatriotMissileDetonationExplosion OrientToObject = Yes End End ; ----------------------------------------------------------------------------------- FXList FX_NeutronMissileLaunch ParticleSystem Name = NeutronMissleLaunch End End ; ----------------------------------------------------------------------------------- FXList FX_NeutronMissileIgnition Sound Name = NoSound End End ; ----------------------------------------------------------------------------------- FXList FX_NapalmMissileIgnition Sound Name = NoSound End End ; ----------------------------------------------------------------------------------- FXList FX_JetMissileIgnition Sound Name = AuroraJetMissileWeapon End End ; ----------------------------------------------------------------------------------- FXList FX_A10ThunderboltMissileIgnition Sound Name = A10ThunderboltMissileWeaponSound End End ; ----------------------------------------------------------------------------------- FXList FX_StingerMissileIgnition ;Note: No sound here, as we are already playing one in the ;weapon definition ;Sound ; Name = StingerMissileWeapon ;End ParticleSystem Name = StingerMissileBackblast OrientToObject = Yes End End ; ----------------------------------------------------------------------------------- FXList FX_BuggyMissileIgnition ParticleSystem Name = MissileBackblast OrientToObject = Yes End ParticleSystem Name = MissileBackblastClouds OrientToObject = Yes End End ; ----------------------------------------------------------------------------------- FXList FX_MissileDefenderMissileIgnition ParticleSystem Name = MissileDefenderMissileBackblast OrientToObject = Yes End End ; ----------------------------------------------------------------------------------- FXList FX_InfantryStingerMissileIgnition ParticleSystem Name = InfantryStingerMissileBackblast OrientToObject = Yes End End ; ----------------------------------------------------------------------------------- FXList FX_HumveeMissileIgnition ParticleSystem Name = TowMissileBackblast Offset = X:-15 Y:0 Z:0 OrientToObject = Yes End End ; ---------------------------------------------- FXList FX_StructureDamaged Sound Name = BuildingImpactHeavy End ViewShake Type = NORMAL End ParticleSystem Name = StructureDamagedFlash End ParticleSystem Name = StructureDamagedSmoke End ParticleSystem Name = StructureDamagedDebris End End ; ---------------------------------------------- FXList FX_StructureDamagedNoShake Sound Name = BuildingDamage End ParticleSystem Name = StructureDamagedFlash End ParticleSystem Name = StructureDamagedSmoke End ParticleSystem Name = StructureDamagedDebris End End ; ---------------------------------------------- FXList FX_StructureDamagedFlameNoShake Sound Name = NoSound End ParticleSystem Name = StructureDamagedFlash End ParticleSystem Name = StructureDamagedSmoke End ParticleSystem Name = StructureDamagedDebris End End ; ---------------------------------------------- FXList WeaponFX_ComancheAntiTankMissileDetonation Sound Name = ExplosionRocketBuggyMissile End ParticleSystem Name = BuggyMissileExplosion End ParticleSystem Name = BuggyMissileExplosionSmoke End End ; ---------------------------------------------- FXList WeaponFX_ComancheRocketPodRocketDetonation Sound Name = ExplosionRocketBuggyMissile End ParticleSystem Name = BuggyMissileExplosion End ParticleSystem Name = BuggyMissileExplosionSmoke End End ; ---------------------------------------------- FXList WeaponFX_RocketBuggyMissileDetonation Sound Name = ExplosionRocketBuggyMissile End ParticleSystem Name = BuggyMissileExplosion End ParticleSystem Name = BuggyMissileExplosionSmoke End ParticleSystem Name = BuggyMissileExplosionLenzflare End End ; ---------------------------------------------- FXList WeaponFX_SCUDMissileDetonationAnthrax ViewShake Type = SEVERE End Sound Name = ExplosionScudExplosive End ParticleSystem Name = ScudMissleLauncherAnthraxExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = ScudMissleLauncherAnthraxLenzFlare Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = ScudMissleLauncherAnthraxExplosionTrailArms Offset = X:0.0 Y:0.0 Z:15.0 End End ; ---------------------------------------------- FXList WeaponFX_SCUDMissileDetonationToxin ViewShake Type = SEVERE End Sound Name = ExplosionScudExplosive End ParticleSystem Name = ScudMissleLauncherToxinExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = ScudMissleLauncherToxinLenzFlare Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = ScudMissleLauncherToxinExplosionTrailArms Offset = X:0.0 Y:0.0 Z:15.0 End End ; ---------------------------------------------- FXList WeaponFX_TomahawkMissileDetonation Sound Name = ExplosionRocketBuggyMissile End ParticleSystem Name = BuggyMissileExplosion End ParticleSystem Name = BuggyMissileExplosionSmoke End End ; ---------------------------------------------- FXList WeaponFX_HumveeMissileDetonation Sound Name = ExplosionRocketBuggyMissile End ParticleSystem Name = BuggyMissileExplosion End ParticleSystem Name = BuggyMissileExplosionSmoke End ; ParticleSystem ; Name = BuggyMissileDebris ; End End ; ---------------------------------------------- FXList WeaponFX_DragonTankMissileDetonation ParticleSystem Name = FlamethrowerTarget OrientToObject = Yes End ParticleSystem Name = FlameThrowerSpray OrientToObject = Yes End End ; ---------------------------------------------- FXList WeaponFX_DragonTankMissileDetonationUpgraded ParticleSystem Name = FlamethrowerTargetUpgraded OrientToObject = Yes End ParticleSystem Name = FlameThrowerSprayUpgraded OrientToObject = Yes End End ; ---------------------------------------------- FXList FX_RaptorMidAirCrashingExplosion ParticleSystem Name = BuggyMissileExplosion End ParticleSystem Name = BuggyMissileExplosionSmoke End ParticleSystem Name = BuggyMissileDebris End End ; ---------------------------------------------- FXList FX_RaptorCrashExplosion ParticleSystem Name = LargeStructureExplosionShockwave End ParticleSystem Name = ExplosionLarge01 End ParticleSystem Name = HotPillarArms End ViewShake Type = NORMAL End TerrainScorch Type = RANDOM Radius = 50 End End ; ---------------------------------------------- FXList WeaponFX_ToxinTruckMissileDetonation ParticleSystem Name = ToxinTarget OrientToObject = Yes End ParticleSystem Name = ToxinPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList WeaponFX_ToxinTruckMissileDetonationUpgraded ParticleSystem Name = AnthraxTarget OrientToObject = Yes End ParticleSystem Name = AnthraxPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList WeaponFX_CleanupToxinDetonation ParticleSystem Name = CleanupTarget OrientToObject = Yes End ParticleSystem Name = CleanupPuddle CreateAtGroundHeight = Yes ; This flag overrides given height offsets End End FXList WeaponFX_Ebola1Detonation ParticleSystem Name = Ebola1Target OrientToObject = Yes End ParticleSystem Name = Ebola1Puddle CreateAtGroundHeight = Yes ; This flag overrides given height offsets End End FXList WeaponFX_Ebola2Detonation ParticleSystem Name = Ebola2Target OrientToObject = Yes End ParticleSystem Name = Ebola2Puddle CreateAtGroundHeight = Yes ; This flag overrides given height offsets End End ; ---------------------------------------------- FXList WeaponFX_ToxinTruckSprayNozzle ParticleSystem Name = ToxinSpray OrientToObject = Yes End ParticleSystem Name = ToxinPuddle CreateAtGroundHeight = Yes End End ; ---------------------------------------------- FXList WeaponFX_ToxinTruckSprayGround ParticleSystem Name = ToxinPuddleLarge CreateAtGroundHeight = Yes UseCallersRadius = Yes ; Radius of emission set by radius of damage. End End ; ---------------------------------------------- FXList WeaponFX_ToxinTruckSprayNozzleUpgraded ParticleSystem Name = AnthraxSpray OrientToObject = Yes End ParticleSystem Name = AnthraxPuddle CreateAtGroundHeight = Yes End End ; ---------------------------------------------- FXList WeaponFX_ToxinTruckSprayGroundUpgraded ParticleSystem Name = AnthraxPuddleLarge CreateAtGroundHeight = Yes UseCallersRadius = Yes ; Radius of emission set by radius of damage. End End ; ---------------------------------------------- FXList WeaponFX_StingerMissileDetonation Sound Name = ExplosionRocketBuggyMissile End ParticleSystem Name = BuggyMissileExplosion End ParticleSystem Name = BuggyMissileExplosionSmoke End End ; ---------------------------------------------- FXList WeaponFX_MineDetonation Sound Name = MineExplosion End ParticleSystem Name = MineDebris End ParticleSystem Name = MineSmoke End ParticleSystem Name = MineFlash Offset = X:0.0 Y:0.0 Z:1.0 End TerrainScorch Type = RANDOM Radius = 15 End End ; ---------------------------------------------- FXList WeaponFX_WorkerMineDisarming Sound Name = MineClearedByWorker End ParticleSystem Name = MineDisarmingSmoke End ParticleSystem Name = MineDisarmingFlash Offset = X:0.0 Y:0.0 Z:1.0 End TerrainScorch Type = RANDOM Radius = 10 End End ; ---------------------------------------------- ; mine is disarmed with a subtle "whoomp"... ; used when a dozer detonates one to disarm it FXList WeaponFX_DozerMineDisarming Sound Name = MineClearedByDozer End ParticleSystem Name = MineDisarmingSmoke End ParticleSystem Name = MineDisarmingFlash Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = MineDisarmingDebris End TerrainScorch Type = RANDOM Radius = 10 End End ; ---------------------------------------------- FXList WeaponFX_SuicideDynamitePackDetonation ParticleSystem Name = CarpetBombExplosionShockwave End ParticleSystem Name = ArmExplosionSmall01 End ParticleSystem Name = HotPillarArms End ViewShake Type = NORMAL End TerrainScorch Type = RANDOM Radius = 15 End End ;--------------------------------------------------------------- ;*******************Required For CHI01_INTRO******************** FXList WeaponFX_CINEConvoyNuke ViewShake Type = SEVERE End Sound Name = ExplosionNeutron End ParticleSystem Name = NukeFlare InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomExplosion InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomCloudRing InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End ParticleSystem Name = NukeRing Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NukeBlastWave InitialDelay = 300 300 UNIFORM ;In milliseconds ;Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeShockwaveInverted InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeMushroomStem InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeShockwave InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeMushroomRing InitialDelay = 1000 1000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End TerrainScorch Type = RANDOM Radius = 250 End End ; ---------------------------------------------- FXList WeaponFX_TNTStickyBombDetonation ParticleSystem Name = LargeStructureExplosionShockwave End ParticleSystem Name = ExplosionLarge01 End ParticleSystem Name = HotPillarArms End ViewShake Type = NORMAL End TerrainScorch Type = RANDOM Radius = 50 End End ; ---------------------------------------------- FXList FX_GLADemoTrapWarning Sound Name = GLADemoChargeAlarm End End ; ---------------------------------------------- FXList WeaponFX_DemoTrapDetonation Sound Name = DemoTrapExplosion End ParticleSystem Name = BombTruckDefaultExplosionArms End ParticleSystem Name = BombTruckDefaultLenzFlare End ParticleSystem Name = BombTruckHEShockwave End TerrainScorch Type = RANDOM Radius = 15 End End ; ---------------------------------------------- FXList CINE_WeaponFX_DemoTrapDetonation Sound Name = ExplosionMiniNuke End ParticleSystem Name = LargeStructureExplosionShockwave End ParticleSystem Name = ExplosionLarge01 End ParticleSystem Name = HotPillarArms End ViewShake Type = NORMAL End TerrainScorch Type = RANDOM Radius = 50 End End ; ---------------------------------------------- FXList WeaponFX_RangerFlashBangGrenadeDetonation ParticleSystem Name = FlashBangNormal Offset = X:0 Y:0 Z:4 End ParticleSystem Name = FlashBangNormalSpark End Sound Name = ExplosionFlashBang End End ; ---------------------------------------------------------------------------- ; DaisyCutter explodes and sprays gas into the air ; ---------------------------------------------------------------------------- FXList FX_DaisyCutterExplode ParticleSystem Name = BuggySubExplosion End ParticleSystem Name = DaisyExplosionGasSpray End ParticleSystem Name = DaisyExplosionScatter AttachToObject = Yes InitialDelay = 500 500 UNIFORM End Sound Name = DaisyCutterGas End End ; ---------------------------------------------------------------------------- ; DaisyCutter gas ignition sequence ; ---------------------------------------------------------------------------- FXList FX_DaisyCutterIgnite ParticleSystem Name = DaisyExplosionScatterIgnite1 End ParticleSystem Name = DaisyExplosionScatterIgnite2 InitialDelay = 500 500 UNIFORM End ParticleSystem Name = DaisyFlameShockwave InitialDelay = 1000 1000 UNIFORM End Sound Name = DaisyCutterIgnite End End ; ---------------------------------------------------------------------------- ; DaisyCutter final explosion wave ; ---------------------------------------------------------------------------- FXList FX_DaisyCutterFinalExplosion Sound Name = ExplosionDaisyCutter End ViewShake Type = SEVERE End End ; ---------------------------------------------------------------------------- ; GLA Death #1 ; Catches fire and burnes for a random time ; Shoots off fake missiles at random ; Explodes ; ---------------------------------------------------------------------------- FXList FX_RocketBuggyCatchFire ParticleSystem Name = BuggyFire AttachToObject = Yes End End FXList FX_BuggyMissileDebris ParticleSystem Name = MissileExhaust AttachToObject = Yes End End FXList FX_BuggyDeathExplosion ParticleSystem Name = BuggyExplosion End ParticleSystem Name = BuggyExplosionDebris End ViewShake Type = SUBTLE End Sound Name = CarDie End End FXList FX_BuggyTurretExplode ParticleSystem Name = BuggyTurretExplosion OrientToObject = Yes End End ; ---------------------------------------------------------------------------- ; GLARocketBuggy Death #2 ; Explosion throws buggy-like debris into air ; Random air time ; Debris explodes into chunks and tires ; ---------------------------------------------------------------------------- FXList FX_RocketBuggyAirDeathAirPart ParticleSystem Name = BuggyNewAirDeathExplosionAirPart End ParticleSystem Name = BuggyNewExplosionLenzflare End ParticleSystem Name = BuggyNewAirDeathSubExplosionSmoke Count = 3 Radius = 15 30 UNIFORM Height = 0 20 UNIFORM InitialDelay = 167 667 UNIFORM End Sound Name = CarDie End End FXList FX_RocketBuggyAirDeathGroundPart ParticleSystem Name = BuggyExplosionAirDeathGroundPart End ParticleSystem Name = BuggyNewExplosionShockwave End ParticleSystem Name = BuggyExplosionSmokeAirDeathGroundPart End ParticleSystem Name = BuggyNewExplosionLenzflare End ParticleSystem Name = BuggyDebrisTrail AttachToObject = Yes End Sound Name = CarDie End End ; ---------------------------------------------------------------------------- ; Scout Drone Death Stuff ; Just a small explosion ; ---------------------------------------------------------------------------- FXList FX_AmericaScoutDroneExplode ParticleSystem Name = ScoutDroneExplosion OrientToObject = Yes End Sound Name = ScoutDroneDie End End ; ---------------------------------------------------------------------------- ; Battle Drone Death Stuff ; Just a small explosion ; ---------------------------------------------------------------------------- FXList FX_AmericaBattleDroneExplode ParticleSystem Name = BattleDroneExplosion OrientToObject = Yes End Sound Name = BattleDroneDie End End ; ---------------------------------------------------------------------------- ; GLARocketBuggy Death #3 ; Just a big explosion ; ---------------------------------------------------------------------------- FXList FX_BuggyNewDeathExplosion ParticleSystem Name = BuggyNewExplosionSmoke End ParticleSystem Name = BuggyNewExplosionDebris2 End ParticleSystem Name = BuggyNewExplosionShockwave End ViewShake Type = STRONG End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = CarDie End End FXList FX_BuggyNew_DeathEffect ParticleSystem Name = BuggyNewExplosionArms End Sound Name = CarDie End End ; ---------------------------------------------- FXList WeaponFX_ToppledStructureShockwave ParticleSystem Name = Explosion End ParticleSystem Name = ExplosionSmoke End End FXList FX_DefaultStructureCrushing ParticleSystem Name = CrushingBuildingExplosion End ParticleSystem Name = StructureToppleShockwave End ParticleSystem Name = StructureToppleCrushingSmoke End ViewShake Type = NORMAL End End FXList FX_DefaultStructureToppling Sound Name = BuildingDamage End ParticleSystem Name = CrushingBuildingExplosion End ParticleSystem Name = StructureToppleShockwave End End FXList FX_DefaultStructureToppleDone Sound Name = BuildingDestroyStone End End FXList FX_DefaultStructureToppleStart ParticleSystem Name = StructureToppleStartExplosion End ParticleSystem Name = StructureToppleStartShockwave End End FXList FX_DefaultStructureSecondary ParticleSystem Name = StructureToppleSecondaryExplosion End End FXList FX_DefaultStructureToppleDelay Sound Name = BuildingToppleDelayStone End ParticleSystem Name = StructureToppleDelayExplosion End End FXList FX_StructureToppleAngle20 Sound Name = BuildingFallingStone End End ;-------------------------------------------------------- ; Small Structure Collapse FX ;-------------------------------------------------------- FXList FX_SmallTowerCrushing ParticleSystem Name = SmallCrushingBuildingExplosion End ParticleSystem Name = SmallStructureToppleShockwave End ParticleSystem Name = SmallStructureToppleCrushingSmoke End ViewShake Type = NORMAL End End ;-------------------------------------------------------- ; Structure Collapse FX ;-------------------------------------------------------- FXList FX_StructureCollapseInitial Sound Name = BuildingDamage End ParticleSystem Name = StructureCollapseInitialExplosion End ParticleSystem Name = StructureCollapseInitialShockwave End End FXList FX_StructureCollapseDelay Sound Name = BuildingCollapse1 End ParticleSystem Name = StructureCollapseDelayExplosion End ParticleSystem Name = StructureCollapseDelayShockwave End End FXList FX_StructureCollapseBurst Sound Name = BuildingCollapse2 End ParticleSystem Name = StructureCollapseBurstExplosion End ParticleSystem Name = StructureCollapseBurstFlash End ParticleSystem Name = StructureCollapseBurstShockwave End End FXList FX_StructureCollapseFinal Sound Name = BuildingCollapse3 End ParticleSystem Name = StructureCollapseFinalExplosion End ParticleSystem Name = StructureCollapseFinalShockwave End End ; ----------------------------------------------------------------------------- ; Helicopter starting death sequence ; ----------------------------------------------------------------------------- FXList FX_HelicopterStartDeath ParticleSystem Name = SubExplosionSmoke02 Offset = X:0 Y:0 Z:5 End Sound Name = ComancheDie End End ; ----------------------------------------------------------------------------- ; Helicopter "blade" explosion phase in a chopper spirialing down to death ; ----------------------------------------------------------------------------- FXList FX_HelicopterBladeExplosion ParticleSystem Name = TankStruckSparks Count = 5 Radius = 5 5 UNIFORM End Sound Name = ComancheSpinExplosion End End ; ----------------------------------------------------------------------------- ; The helicopter hit ground effect ; ----------------------------------------------------------------------------- FXList FX_HelicopterHitGround ParticleSystem Name = CarCrushDebris End ParticleSystem Name = HotPillarArms End Sound Name = ComancheCrash End ViewShake Type = SUBTLE End End FXList FX_HelicopterHitGroundGlobal ParticleSystem Name = CarCrushDebris End ParticleSystem Name = HotPillarArms End Sound Name = ComancheCrash End ViewShake Type = SUBTLE End End ; ----------------------------------------------------------------------------- ; The helicopter on the ground finally blows up effect ; ----------------------------------------------------------------------------- FXList FX_GroundedHelicopterBlowUp ParticleSystem Name = ArmExplosionSmall01 End ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 Radius = 5 5 UNIFORM InitialDelay = 100 100 UNIFORM End Sound Name = CarDie End ViewShake Type = STRONG End End ; ---------------------------------------------- ; The FXList that gets played at bone Fire01 when ; the GLA power plant goes to the damaged state. ; ---------------------------------------------- FXList FX_GLAPowerPlantDamagedExplosion1 Sound Name = BuildingDamage End ; firey "heart" of the explosion ParticleSystem Name = GLAPowerPlantDamagedExplosion Count = 2 InitialDelay = 0 200 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDamagedShockwave InitialDelay = 0 200 UNIFORM End End ; ---------------------------------------------- ; The FXList that gets played at bone Fire02 when ; the GLA power plant goes to the damaged state. ; ---------------------------------------------- FXList FX_GLAPowerPlantDamagedExplosion2 Sound Name = BuildingDamage End ; firey "heart" of the explosion ParticleSystem Name = GLAPowerPlantDamagedExplosion Count = 2 InitialDelay = 0 200 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDamagedShockwave InitialDelay = 0 200 UNIFORM End End ; ---------------------------------------------- ; The FXList that gets played at bone Fire03 when ; the GLA power plant goes to the damaged state. ; ---------------------------------------------- FXList FX_GLAPowerPlantDamagedExplosion3 Sound Name = BuildingDamage End ; firey "heart" of the explosion ParticleSystem Name = GLAPowerPlantDamagedExplosion Count = 2 InitialDelay = 0 200 UNIFORM End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDamagedShockwave InitialDelay = 0 200 UNIFORM End End ; ---------------------------------------------- ; Death FX list for the GLA power plant. ; ---------------------------------------------- FXList FX_GLAPowerPlantDeathStart Sound Name = BuildingDamage End ; firey "heart" of the explosion ParticleSystem Name = GLAPowerPlantDeathExplosion1 Offset = X:-3.532 Y:30 Z:2 Count = 2 End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDeathShockwave2 Offset = X:-3.532 Y:30 Z:2 End ParticleSystem Name = GLAPowerPlantDeathExplosion1 Offset = X:-9.08 Y:-8.547 Z:1 End ParticleSystem Name = GLAPowerPlantDeathShockwave2 Offset = X:-9.08 Y:-8.547 Z:1 End ViewShake Type = NORMAL End End ; ---------------------------------------------- ; Death FX list for the GLA power plant. ; ---------------------------------------------- FXList FX_GLAPowerPlantDeathFinal Sound Name = BuildingDamage End ; firey "heart" of the explosion ParticleSystem Name = GLAPowerPlantDeathExplosion2 Offset = X:-3.532 Y:30 Z:26.822 Count = 2 End ; grey "dusty" clouds ParticleSystem Name = GLAPowerPlantDeathShockwave2 Offset = X:-3.532 Y:30 Z:26.822 End ParticleSystem Name = GLAPowerPlantDeathExplosion2 Offset = X:-9.08 Y:-8.547 Z:16.598 End ViewShake Type = NORMAL End End ; ---------------------------------------------- ; ---------------------------------------------- FXList FX_DamWaterSpray01 ParticleSystem Name = WaterSpraySplash OrientToObject = Yes InitialDelay = 50 5000 UNIFORM ;In milliseconds End End ; ---------------------------------------------- FXList FX_Nuke ViewShake Type = SEVERE End Sound Name = ExplosionNeutron End ParticleSystem Name = NukeFlare InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomExplosion InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeMushroomCloudRing InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End ParticleSystem Name = NukeRing Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NukeBlastWave InitialDelay = 300 300 UNIFORM ;In milliseconds ;Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeShockwaveInverted InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeMushroomStem InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeShockwave InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:30.0 End ParticleSystem Name = NukeMushroomRing InitialDelay = 1000 1000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End ParticleSystem Name = NukeRadiationInitial InitialDelay = 3000 3000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End End ; ---------------------------------------------- FXList FX_BaikonurNuke ViewShake Type = SEVERE End Sound Name = ExplosionNeutron End ParticleSystem Name = NukeBaikonurFlare InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeBaikonurMushroomExplosion InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeBaikonurMushroomCloudRing InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End ParticleSystem Name = NukeBaikonurRing Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NukeBlastWave InitialDelay = 300 300 UNIFORM ;In milliseconds ;Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeBaikonurShockwaveInverted InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeBaikonurMushroomStem InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeBaikonurShockwave InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeBaikonurMushroomRing InitialDelay = 1000 1000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End End ; ---------------------------------------------- FXList FX_NukeGLA ViewShake Type = SEVERE End Sound Name = ExplosionMiniNuke End ParticleSystem Name = NukeGLAFlare InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeGLAMushroomExplosion InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:90.0 End ParticleSystem Name = NukeGLAMushroomCloudRing InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:105.0 End ParticleSystem Name = NukeGLARing Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NukeGLABlastWave InitialDelay = 300 300 UNIFORM ;In milliseconds ;Offset = X:0.0 Y:0.0 Z:45.0 Offset = X:0.0 Y:0.0 Z:15.0 End ParticleSystem Name = NukeGLAShockwaveInverted InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeGLAMushroomStem InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeGLAShockwave InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeGLAMushroomRing InitialDelay = 1000 1000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:50.0 End End ; ---------------------------------------------- FXList WeaponFX_SmallFireFieldWeapon ParticleSystem Name = FireFieldSmall UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_SmallFireFieldWeaponUpgraded ParticleSystem Name = BlackFireFieldSmall UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_LargePoisonFieldWeapon ParticleSystem Name = PoisonFieldLarge UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_MediumPoisonFieldWeapon ParticleSystem Name = PoisonFieldMedium UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_SmallPoisonFieldWeapon ParticleSystem Name = PoisonFieldSmall UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_LargePoisonFieldWeaponUpgraded ParticleSystem Name = AnthraxFieldLarge UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_MediumPoisonFieldWeaponUpgraded ParticleSystem Name = AnthraxFieldMedium UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_SmallPoisonFieldWeaponUpgraded ParticleSystem Name = AnthraxFieldSmall UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_LargeRadiationFieldWeapon ParticleSystem Name = RadiationFieldLarge UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_MediumRadiationFieldWeapon ParticleSystem Name = RadiationFieldMedium UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList WeaponFX_SmallRadiationFieldWeapon ParticleSystem Name = RadiationFieldSmall UseCallersRadius = Yes ; Radius of emission set by radius of damage. Offset = X:0.0 Y:0.0 Z:1.0 End End ; ---------------------------------------------- FXList FX_GLAViralOutbreak ; ViewShake ; Type = SEVERE ; End ; Sound ; Name = ExplosionMiniNuke ; End ParticleSystem Name = GLAViralOutbreakClouds InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = GLAViralOutbreakFumes InitialDelay = 500 500 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:2.0 End End ; ---------------------------------------------- FXList FX_ParticleTestFX End ; ---------------------------------------------- FXList WeaponFX_SCUDMissileDetonationExplosive ViewShake Type = SEVERE End Sound Name = ExplosionScudExplosive End ParticleSystem Name = ScudMissleLauncherExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = ScudMissleLauncherLenzFlare Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = ScudMissleLauncherExplosionTrailArms Offset = X:0.0 Y:0.0 Z:15.0 End End ; ---------------------------------------------- FXList FX_ChinaPowerPlantDeath ViewShake Type = SEVERE End Sound Name = ExplosionMiniNuke End ParticleSystem Name = NukeCannonFlare InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End ParticleSystem Name = NukeCannonRing Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NukeCannonBlastWave InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonShockwave InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing InitialDelay = 1000 1000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End End ; ---------------------------------------------- FXList WeaponFX_NukeCannon ViewShake Type = SEVERE End Sound Name = ExplosionMiniNuke End ParticleSystem Name = NukeCannonFlare InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End ParticleSystem Name = NukeCannonRing Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NukeCannonBlastWave InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing InitialDelay = 1000 1000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End End ; ---------------------------------------------- FXList WeaponFX_BaikonurRocket ViewShake Type = SEVERE End Sound Name = ExplosionMiniNuke End ParticleSystem Name = NukeCannonFlare InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomExplosion InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:40.0 End ParticleSystem Name = NukeCannonMushroomCloudRing InitialDelay = 2000 2000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:45.0 End ParticleSystem Name = NukeCannonRing Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = NukeCannonBlastWave InitialDelay = 500 500 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = NukeCannonShockwaveInverted InitialDelay = 300 300 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomStem InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ParticleSystem Name = NukeCannonMushroomRing InitialDelay = 1000 1000 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:35.0 End End ; ---------------------------------------------- FXList FX_CarpetBomb ParticleSystem Name = CarpetBombExplosion InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombWave InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombExplosionPuff InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End Sound Name = ExplosionCarpetBomb End End ; ---------------------------------------------- FXList FX_AuroraBombLaunch Sound Name = DaisyCutterWeapon End End ; ---------------------------------------------- FXList FX_AuroraBombDetonate ParticleSystem Name = CarpetBombExplosion InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombWave InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombExplosionPuff InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End Sound Name = ExplosionCarpetBomb End End ; ---------------------------------------------- FXList FX_A10ThunderboltMissileExplosion ParticleSystem Name = CarpetBombExplosion InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombWave InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = CarpetBombExplosionPuff InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End Sound Name = ExplosionCarpetBomb End End ; ---------------------------------------------- FXList FX_BonusCrate ParticleSystem Name = BonusCrate01 InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = BonusCrateFlash InitialDelay = 0 0 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:0.0 End End ; ----------------------------------------------------------------------------- ; FX list when the dam becomes damaged from pristine ; ----------------------------------------------------------------------------- FXList FX_DamDamaged Sound Name = DamBreakStage1 End End ; ----------------------------------------------------------------------------- ; FX list when the dam becomes really damaged from damaged ; ----------------------------------------------------------------------------- FXList FX_DamReallyDamaged Sound Name = DamBreakStage2 End End ; ----------------------------------------------------------------------------- ; FX list when the dam becomes rubble ; ----------------------------------------------------------------------------- FXList FX_DamRubble Sound Name = DamBreakStage3 End End ; ----------------------------------------------------------------------------- ; generic smoke and fire for burning buildings ; ----------------------------------------------------------------------------- FXList FX_SmolderingFlame ParticleSystem Name = SmolderingFire End ParticleSystem Name = SmolderingSmoke End End ; ----------------------------------------------------------------------------- ; FX list when FireStorm is called ; ----------------------------------------------------------------------------- FXList FX_FireStorm Sound Name = FireStorm End End ; ----------------------------------------------------------------------------- ; FX list when black napalm firestorm is called ; ----------------------------------------------------------------------------- FXList FX_BlackNapalmFireStorm Sound Name = BlackNapalmFireStorm End End ; ----------------------------------------------------------------------------- ; FX list when FlashBangBuilding is called ; ----------------------------------------------------------------------------- FXList FX_FlashBangBuilding ParticleSystem Name = FlashBangBuildingFlash OrientToObject = Yes End ParticleSystem Name = FlashBangBuildingSpark OrientToObject = Yes End ParticleSystem Name = FlashBangBuildingSmoke OrientToObject = Yes End End ;------------------------------------------------------------------------------------ FXList FX_MakeCarBombSuccess Sound Name = TerroristCarBomb End End ; ----------------------------------------------------------------------------------- ; note, this FXList should use the same sound as the RangerFlashBang weapon, ; and a similar light/explosion. FXList FX_FlashBangGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100 ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 End Sound Name = TankDie End FXListAtBonePos FX = FX_FlashBangBuilding BoneName = FIREPOINT OrientToBone = Yes End End ;------------------------------------------------------------------------------ ; FX played when a building gets cleared by the Toxin Truck ;------------------------------------------------------------------------------ FXList FX_ToxinBuildingClear ParticleSystem Name = ToxinBuildingClearSpray OrientToObject = yes End ; Sound ; Name = RaptorDie ; End End ;------------------------------------------------------------------------------ ; FX played when a building gets cleared by the Upgraded Toxin Truck ;------------------------------------------------------------------------------ FXList FX_ToxinUpgradedBuildingClear ParticleSystem Name = ToxinUpgradedBuildingClearSpray OrientToObject = yes End ; Sound ; Name = RaptorDie ; End End ;------------------------------------------------------------------------------ ; FX played when a building gets cleared by the Dragon Tank ;------------------------------------------------------------------------------ FXList FX_FlameBuildingClear ParticleSystem Name = FlameBuildingSpray OrientToObject = yes End ; Sound ; Name = RaptorDie ; End End ; ----------------------------------------------------------------------------------- ; FX played when a Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing ; ----------------------------------------------------------------------------------- FXList FX_ToxinStreamGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100 RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 End Sound Name = TankDie End FXListAtBonePos FX = FX_ToxinBuildingClear BoneName = FIREPOINT OrientToBone = Yes End End ; ----------------------------------------------------------------------------------- ; FX played when an Upgraded Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing ; ----------------------------------------------------------------------------------- FXList FX_ToxinStreamUpgradedGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100 RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 End Sound Name = TankDie End FXListAtBonePos FX = FX_ToxinUpgradedBuildingClear BoneName = FIREPOINT OrientToBone = Yes End End ; ----------------------------------------------------------------------------------- ; FX played when a Flame Stream hits a garrisoned building and does Urban Combat Bldg clearing ; ----------------------------------------------------------------------------------- FXList FX_DragonFlameGarrisonBuildingHit LightPulse Color = R:255 G:255 B:255 Radius = 100 RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 End Sound Name = TankDie End FXListAtBonePos FX = FX_FlameBuildingClear BoneName = FIREPOINT OrientToBone = Yes End End ;------------------------------------------------------------------------------ ;Jet Cargo has just been killed ;------------------------------------------------------------------------------ FXList FX_JetBigDeathInitial ; ParticleSystem ; Name = JetExplosionTrailArms ; OrientToObject = yes ; End ParticleSystem Name = JetBigExplosionInitial OrientToObject = yes End ParticleSystem Name = JetBigExplosionLenzflare OrientToObject = yes End Sound Name = RaptorDie End End ;------------------------------------------------------------------------------ ; Big plane has just been killed ;------------------------------------------------------------------------------ FXList FX_BigPlaneDeath ParticleSystem Name = JetExplosionTrailArms OrientToObject = yes End ParticleSystem Name = JetBigExplosion OrientToObject = yes End ParticleSystem Name = JetBigExplosionLenzflare OrientToObject = yes End Sound Name = CargoJetFlambe End End ;------------------------------------------------------------------------------ ;Jet has just been killed ;------------------------------------------------------------------------------ FXList FX_JetDeathInitial ParticleSystem Name = JetExplosionTrailArms OrientToObject = yes End ParticleSystem Name = JetExplosion OrientToObject = yes End ParticleSystem Name = JetDebris OrientToObject = yes End Sound Name = RaptorDie End End ;------------------------------------------------------------------------------ ;Secondary explosion to take place after a delay specified in the ;JetSlowDeathBehavior module ;------------------------------------------------------------------------------ FXList FX_JetDeathSecondary ParticleSystem Name = JetBurning AttachToObject = Yes End End ;------------------------------------------------------------------------------ ;Dying jet just hit the ground ;------------------------------------------------------------------------------ FXList FX_JetDeathHitGround ParticleSystem Name = JetExplosionGroundDebris OrientToObject = yes Offset = X:6.0 Y:0.0 Z:2.0 End ParticleSystem Name = JetExplosionGroundDust OrientToObject = yes Offset = X:6.0 Y:0.0 Z:2.0 End ParticleSystem Name = JetExplosionGround OrientToObject = yes Offset = X:6.0 Y:0.0 Z:5.0 End Sound Name = RaptorCrash End End ;------------------------------------------------------------------------------ ;Jet destruction FX when on ground/runway ;------------------------------------------------------------------------------ FXList FX_JetOnGroundDeath ParticleSystem Name = JetExplosionGroundDebris OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = JetExplosionGroundDust OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:2.0 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ FXList FX_JetDeathFinalBlowUp ; ParticleSystem ; Name = JetExplosionGroundDebris ; OrientToObject = yes ; Offset = X:0.0 Y:0.0 Z:2.0 ; End ; ParticleSystem ; Name = JetExplosionGroundDust ; OrientToObject = yes ; Offset = X:0.0 Y:0.0 Z:2.0 ; End End ;------------------------------------------------------------------------------ ;Big fireball to mask vanishing object for cinematic crash. ;------------------------------------------------------------------------------ FXList FX_JetDeathFinalBlowUp_CinematicVersion ParticleSystem Name = JetExplosion OrientToObject = Yes End ParticleSystem Name = JetDebris OrientToObject = Yes End ParticleSystem Name = MammothTankSubExplosionSmoke Count = 3 Radius = 15 30 UNIFORM Height = 0 0 UNIFORM InitialDelay = 50 667 UNIFORM OrientToObject = Yes End ViewShake Type = NORMAL End End ; ------------------------------------------------------------ ; cluster mine bomb hits ground and sprays out clustermines ; ------------------------------------------------------------ FXList WeaponFX_ClusterMineImpact ParticleSystem Name = ClusterMineDrop End ParticleSystem Name = ClusterMineDropLenzflare End ParticleSystem Name = ClusterMineDropRing End ; do we really want a scorch mark here? that seems to be a dead giveaway ; for "there are mines here"... (srj) ; TerrainScorch ; Type = RANDOM ; Radius = 15 ; End Sound Name = ExplosionClusterMine End ViewShake Type = STRONG End End ; ------------------------------------------------------------ ; EMPPulse bomb hits ground and detonates the PulseEffect ; ------------------------------------------------------------ FXList WeaponFX_EMPPulseImpact ParticleSystem Name = EMPFlare End ; ParticleSystem ; Name = BuggyNewExplosionShockwave ; End ; ParticleSystem ; Name = ClstrMne ; End Sound Name = EMPPulseWhoosh End ViewShake Type = STRONG End End ; ----------------------------------------------------------------------------- ; FX list when FX_RangerCombatDropKill is called ; ----------------------------------------------------------------------------- FXList FX_RangerCombatDropKillSingle ParticleSystem Name = FlashBangBuildingFlash OrientToObject = Yes End ParticleSystem Name = FlashBangBuildingSpark OrientToObject = Yes End ParticleSystem Name = FlashBangBuildingSmoke OrientToObject = Yes End End ; ----------------------------------------------------------------------------------- FXList FX_RangerCombatDropKill LightPulse Color = R:255 G:255 B:255 Radius = 100 ; this is a new option for LightPulse. If present (and nonzero), and the ; FXList is applied to an Object (rather than a Position), it overrides ; the value of "Radius" by applying the given percentage of the Object's bounding circle. RadiusAsPercentOfObjectSize = 150% IncreaseTime = 0 DecreaseTime = 2000 End Sound Name = RangerVoiceClearBuilding End FXListAtBonePos FX = FX_RangerCombatDropKillSingle BoneName = FIREPOINT OrientToBone = Yes End End ; ----------------------------------------------------------------------------- ; FX List is executed at the position in the world the user clicked to ; execute the Demoralize super weapon ; ----------------------------------------------------------------------------- ; sorry, demoralize is cut (srj) ;FXList FX_ExecuteDemoralize ; Sound ; Name = ExecuteDemoralize ; End ; LightPulse ; Color = R:255 G:0 B:0 ; Radius = 100 ; IncreaseTime = 0 ; DecreaseTime = 2000 ; End ;End ; ----------------------------------------------------------------------------- ; FX List called when a Bomb Truck is destroyed. ; ----------------------------------------------------------------------------- FXList WeaponFX_BombTruckDefaultBombDetonation ViewShake Type = SEVERE End Sound Name = ExplosionScudExplosive End ParticleSystem Name = BombTruckDefaultExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BombTruckDefaultLenzFlare Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BombTruckDefaultExplosionTrailArms InitialDelay = 100 100 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End End FXList WeaponFX_OilWellDetonation ViewShake Type = SEVERE End Sound Name = ExplosionScudExplosive End ParticleSystem Name = BombTruckDefaultExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BombTruckDefaultLenzFlare Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BombTruckDefaultExplosionTrailArms InitialDelay = 100 100 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End ParticleSystem Name = OilDerrickDefaultExplosionTrailArms InitialDelay = 100 100 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End End ;------------------------------------------------------------------------------------------ FXList WeaponFX_BombTruckBioBombDetonation ViewShake Type = STRONG End Sound Name = ExplosionScudExplosive End ParticleSystem Name = BombTruckBioExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BombTruckBioLenzFlare Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BombTruckBioExplosionTrailArms InitialDelay = 100 100 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End End ;------------------------------------------------------------------------------------------ FXList WeaponFX_BombTruckAnthraxBombDetonation ViewShake Type = STRONG End Sound Name = ExplosionScudExplosive End ParticleSystem Name = BombTruckAnthraxExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BombTruckAnthraxLenzFlare Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BombTruckAnthraxExplosionTrailArms InitialDelay = 100 100 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End End ;------------------------------------------------------------------------------------------ FXList WeaponFX_BombTruckHighExplosiveBombDetonation ViewShake Type = SEVERE End Sound Name = ExplosionScudExplosive End ParticleSystem Name = BombTruckHEExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BombTruckHELenzFlare Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BombTruckHEShockwave Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BombTruckHEExplosionTrailArms InitialDelay = 100 100 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End End ;------------------------------------------------------------------------------------------ FXList WeaponFX_BombTruckHighExplosiveBioBombDetonation ViewShake Type = SEVERE End Sound Name = ExplosionScudExplosive End ParticleSystem Name = BombTruckHEBioExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BombTruckHEBioLenzFlare Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BombTruckHEBioShockwave Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BombTruckHEBioExplosionTrailArms InitialDelay = 100 100 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End End ;------------------------------------------------------------------------------------------ FXList WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation ViewShake Type = SEVERE End Sound Name = ExplosionScudExplosive End ParticleSystem Name = BombTruckHEAnthraxExplosionArms Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BombTruckHEAnthraxLenzFlare Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = BombTruckHEAnthraxShockwave Offset = X:0.0 Y:0.0 Z:1.0 End ParticleSystem Name = BombTruckHEAnthraxExplosionTrailArms InitialDelay = 100 100 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:25.0 End End ; ----------------------------------------------------------------------------- FXList FX_BridgeDamaged01 ParticleSystem Name = TreeBounceDust End End ; ----------------------------------------------------------------------------- FXList FX_BridgeRepaired01 ParticleSystem Name = TankStruckSparks Height = 10 10 CONSTANT End End ; ---------------------------------------------- FXList FX_BombTruckDisguiseReveal ;ParticleSystem ; Name = TankStruckSmoke ; Height = 10 10 CONSTANT ;End ;ParticleSystem ; Name = TankStruckSparks ; Height = 10 10 CONSTANT ;End LightPulse Color = R:255 G:255 B:128 Radius = 30 IncreaseTime = 0 DecreaseTime = 500 End ;Sound ; Name = VehicleImpactHeavy ;End End ; ---------------------------------------------- FXList FX_BombTruckDisguise ;ParticleSystem ; Name = TankStruckSmoke ; Height = 10 10 CONSTANT ;End ;ParticleSystem ; Name = TankStruckSparks ; Height = 10 10 CONSTANT ;End LightPulse Color = R:255 G:255 B:128 Radius = 30 IncreaseTime = 0 DecreaseTime = 500 End ;Sound ; Name = VehicleImpactHeavy ;End End ; ---------------------------------------------- ; used when a missile is exploded via AA fire FXList FX_GenericMissileDeath Sound Name = CarDie End ParticleSystem Name = Explosion End ParticleSystem Name = ExplosionSmoke End End ; ---------------------------------------------- FXList FX_GenericMissileDisintegrate ParticleSystem Name = GenericLaserHit Height = 0 0 CONSTANT End ParticleSystem Name = TankStruckSparks Height = 0 0 CONSTANT End LightPulse Color = R:255 G:64 B:64 Radius = 30 IncreaseTime = 0 DecreaseTime = 500 End Sound ; Name = VehicleImpactHeavy End End ; ---------------------------------------------- FXList FX_ChemicalFactoryExplosion ViewShake Type = SEVERE End Sound Name = ExplosionMiniNuke End ParticleSystem Name = ChemicalFactoryGreenGasThick InitialDelay = 0 0 UNIFORM ;The green gas Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = ChemicalExplosionMushroom InitialDelay = 200 200 UNIFORM ;In milliseconds Offset = X:0.0 Y:0.0 Z:20.0 End ; ParticleSystem ; Name = NukeGLAMushroomCloudRing ; InitialDelay = 2000 2000 UNIFORM ;In milliseconds ; Offset = X:0.0 Y:0.0 Z:105.0 ; End ; ParticleSystem ; Name = NukeGLARing ; Offset = X:0.0 Y:0.0 Z:5.0 ; End ; ParticleSystem ; Name = NukeGLABlastWave ; InitialDelay = 300 300 UNIFORM ;In milliseconds ; ;Offset = X:0.0 Y:0.0 Z:45.0 ; Offset = X:0.0 Y:0.0 Z:15.0 ; End ; ParticleSystem ; Name = NukeGLAShockwaveInverted ; InitialDelay = 300 300 UNIFORM ;In milliseconds ; Offset = X:0.0 Y:0.0 Z:20.0 ; End ; ParticleSystem ; Name = NukeGLAMushroomStem ; InitialDelay = 2000 2000 UNIFORM ;In milliseconds ; Offset = X:0.0 Y:0.0 Z:20.0 ; End ; ParticleSystem ; Name = NukeGLAShockwave ; InitialDelay = 200 200 UNIFORM ;In milliseconds ; Offset = X:0.0 Y:0.0 Z:20.0 ; End ; ParticleSystem ; Name = NukeGLAMushroomRing ; InitialDelay = 1000 1000 UNIFORM ;In milliseconds ; Offset = X:0.0 Y:0.0 Z:50.0 ; End End ; ---------------------------------------------- FXList WeaponFX_EruptionOfToxicGooLarge ViewShake Type = SUBTLE End LightPulse Color = R:0 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End ParticleSystem Name = ToxicGooDebrisLarge End Sound Name = ToxicGooSplash End End ; ---------------------------------------------- FXList WeaponFX_EruptionOfToxicGooSmall ViewShake Type = SUBTLE End LightPulse Color = R:0 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End ParticleSystem Name = ToxicGooDebrisSmall End Sound Name = ToxicGooSplash End End ; ---------------------------------------------- FXList FX_TechRadioStationOwnedPulse ParticleSystem Name = TechRadioStationOwnedRing Offset = X:0.0 Y:0.0 Z:50.0 OrientToObject = Yes End End ; ---------------------------------------------- FXList FX_PropagandaTowerPropagandaPulse ParticleSystem Name = SonicRange Offset = X:0.0 Y:0.0 Z:50.0 OrientToObject = Yes End End ; ---------------------------------------------- FXList FX_PropagandaTowerSubliminalPulse ParticleSystem Name = SonicRangeUpgraded Offset = X:0.0 Y:0.0 Z:50.0 OrientToObject = Yes End End ; ---------------------------------------------- FXList FX_OverlordPropagandaTowerPropagandaPulse ParticleSystem Name = SonicRange Offset = X:0.0 Y:0.0 Z:8.0 OrientToObject = Yes End End ; ---------------------------------------------- FXList FX_OverlordPropagandaTowerSubliminalPulse ParticleSystem Name = SonicRangeUpgraded Offset = X:0.0 Y:0.0 Z:8.0 OrientToObject = Yes End End ; ----------------------------------------------------------------------------- FXList FX_ToxicTankDamageTransition ParticleSystem Name = ToxicExplosionLarge Offset = X:0 Y:0 Z:0 End ParticleSystem Name = ToxinLenzflare Offset = X:0 Y:0 Z:0 End LightPulse Color = R:128 G:255 B:32 Radius = 60 IncreaseTime = 100 DecreaseTime = 1500 End ViewShake Type = SEVERE End Sound Name = Explosion End End ; ----------------------------------------------------------------------------- FXList FX_ToxicBunkerDamageTransition ParticleSystem Name = ToxicExplosionLargeUpgraded Offset = X:0 Y:0 Z:0 End ParticleSystem Name = ToxinLenzflareUpgraded Offset = X:0 Y:0 Z:0 End LightPulse Color = R:64 G:64 B:255 Radius = 60 IncreaseTime = 100 DecreaseTime = 1500 End ViewShake Type = SEVERE End Sound Name = Explosion End End ; ---------------------------------------------- ; weapon fx for Artillery Barrage ; ---------------------------------------------- FXList FX_ArtilleryBarrage ViewShake Type = SUBTLE End TerrainScorch Type = RANDOM Radius = 15 End LightPulse Color = R:255 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End ParticleSystem Name = ArtilleryBarrageDebris End ParticleSystem Name = ArtilleryBarrageDust End ParticleSystem Name = ArtilleryBarrageShockwave Offset = X:0 Y:0 Z:2 End Sound Name = ExplosionCarpetBomb End End ; ---------------------------------------------- ; weapon fx for Anthrax Bomb ; ---------------------------------------------- FXList FX_AnthraxBomb ViewShake Type = SUBTLE End ; TerrainScorch ; Type = RANDOM ; Radius = 15 ; End ; LightPulse ; Color = R:255 G:128 B:51 ; Radius = 30 ; IncreaseTime = 0 ; DecreaseTime = 2333 ; End ParticleSystem Name = AnthraxBombExplosion End ParticleSystem Name = AnthraxBombSpray End ParticleSystem Name = AnthraxBombLenzflare Offset = X:0 Y:0 Z:2 End Sound Name = ExplosionAnthraxBomb End End ; ---------------------------------------------- FXList FX_LocomotiveExplode Sound Name = CarDie End ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = BarrelExplosionDebris Count = 3 Radius = 0 10 UNIFORM InitialDelay = 167 1000 UNIFORM End Sound Name = GasStationDie End ViewShake Type = STRONG End End ; ---------------------------------------------- FXList FX_RailroadTankCarExplode Sound Name = CarDie End ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = BarrelExplosionDebris Count = 1 Radius = 0 10 UNIFORM InitialDelay = 167 1000 UNIFORM End Sound Name = GasStationDie End ViewShake Type = STRONG End End ; ---------------------------------------------- FXList FX_RailroadWoodenCarExplode Sound Name = CarDie End ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = BarrelExplosionDebris Count = 1 Radius = 0 10 UNIFORM InitialDelay = 167 1000 UNIFORM End Sound Name = GasStationDie End ViewShake Type = STRONG End End ; ---------------------------------------------- FXList FX_RailroadCoalCarExplode Sound Name = CarDie End ParticleSystem Name = MammothTankExplosionSmoke End ParticleSystem Name = BarrelExplosionDebris Count = 1 Radius = 0 10 UNIFORM InitialDelay = 167 1000 UNIFORM End Sound Name = GasStationDie End ViewShake Type = STRONG End End ; ---------------------------------------------- FXList FX_IRDetection ; Sound ; Name = CarDie ; End ParticleSystem Name = IRDetectGrid Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = IRDetectSonar Offset = X:0.0 Y:0.0 Z:2.0 End End ; ---------------------------------------------------------------------------- FXList FX_RailroadBridgeCollapse ViewShake Type = SEVERE End ;BRIDGE SOUNDS------------------------------- Sound Name = BuildingToppleDelayMetal End Sound Name = ExplosionDaisyCutter End Sound Name = BuildingFallingMetal End Sound Name = BuildingCollapse1 End Sound Name = RailroadBridgeMetalFatigue End Sound Name = AvalancheCrack End ;BOMB SMOKE---------------------------------- ParticleSystem Name = StructureExplosionSmoke End ;SPLASH-------------------------------------------- ParticleSystem Name = RiverSplashLarge InitialDelay = 5000 5000 UNIFORM ;In milliseconds Offset = X:70.0 Y:0.0 Z:-156.0 End ParticleSystem Name = RiverRippleHiLite InitialDelay = 5000 5000 UNIFORM ;In milliseconds Offset = X:70.0 Y:0.0 Z:-156.0 End Sound Name = RiverSplash5000 End Sound Name = DebrisBigMetal End ParticleSystem Name = RiverSplashLarge InitialDelay = 6000 6000 UNIFORM ;In milliseconds Offset = X:20.0 Y:0.0 Z:-156.0 End ParticleSystem Name = RiverRippleHiLite InitialDelay = 6000 6000 UNIFORM ;In milliseconds Offset = X:20.0 Y:0.0 Z:-156.0 End Sound Name = RiverSplash6000 End Sound Name = DebrisBigMetal End ParticleSystem Name = RiverSplashLarge InitialDelay = 7000 7000 UNIFORM ;In milliseconds Offset = X:-20.0 Y:0.0 Z:-156.0 End ParticleSystem Name = RiverRippleHiLite InitialDelay = 7000 7000 UNIFORM ;In milliseconds Offset = X:-20.0 Y:0.0 Z:-156.0 End Sound Name = RiverSplash7000 End Sound Name = DebrisBigMetal End ;DEBRIS------------------------------------------- ParticleSystem Name = StructureDamagedDebris End End ; ---------------------------------------------------------------------------- ; This is the Big special train wreck sequence ; ---------------------------------------------------------------------------- FXList FX_SpectacularTrainWreck ; put train crash sounds here End ; ----------------------------------------------------------------------------- ; The vehicle-crashes-into-building effect ; ----------------------------------------------------------------------------- FXList FX_VehicleCrashesIntoBuilding ParticleSystem Name = CarCrushDebris End ParticleSystem Name = HotPillarArms End Sound Name = ComancheCrash End ViewShake Type = SUBTLE End End ; ----------------------------------------------------------------------------- ; Paladin tank fires point defense laser ; ----------------------------------------------------------------------------- FXList WeaponFX_PaladinPointDefenseLaser Sound Name = PaladinPointDefenseLaserPulse End End FXList WeaponFX_CenturionLaser Sound Name = ParticleUplinkCannon_PowerupSoundLoop End End FXList WeaponFX_CenturionPointDefenseLaser Sound Name = PaladinPointDefenseLaserPulse End End ; ----------------------------------------------------------------------------- ; The Large Structure Death Effect ; ----------------------------------------------------------------------------- FXList FX_StructureLargeDeath ParticleSystem Name = StructureTransitionLargeSmoke End ParticleSystem Name = StructureTransitionLargeExplosion End ParticleSystem Name = StructureTransitionLargeShockwave End ParticleSystem Name = StructureTransitionLargeFlare End Sound ; Name = ComancheCrash End ViewShake Type = SUBTLE End End ; ----------------------------------------------------------------------------- ; The Medium Structure Death Effect ; ----------------------------------------------------------------------------- FXList FX_StructureMediumDeath ParticleSystem Name = StructureTransitionMediumSmoke End ParticleSystem Name = StructureTransitionMediumExplosion End ParticleSystem Name = StructureTransitionMediumShockwave End ParticleSystem Name = StructureTransitionMediumFlare End Sound ; Name = ComancheCrash End ViewShake Type = SUBTLE End End ; ----------------------------------------------------------------------------- ; The Small Structure Death Effect ; ----------------------------------------------------------------------------- FXList FX_StructureSmallDeath ParticleSystem Name = StructureTransitionSmallSmoke End ParticleSystem Name = StructureTransitionSmallExplosion End ParticleSystem Name = StructureTransitionSmallShockwave End ParticleSystem Name = StructureTransitionSmallFlare End Sound ; Name = ComancheCrash End ViewShake Type = SUBTLE End End ; ----------------------------------------------------------------------------- ; The Tiny Structure Death Effect ; ----------------------------------------------------------------------------- FXList FX_StructureTinyDeath ParticleSystem Name = StructureTransitionTinySmoke End ParticleSystem Name = StructureTransitionTinyExplosion End ParticleSystem Name = StructureTransitionTinyShockwave End ParticleSystem Name = StructureTransitionTinyFlare End Sound ; Name = ComancheCrash End ViewShake Type = SUBTLE End End ;-------------------------------------------------------------------------------------------------- FXList FX_TsingMaExplosion ParticleSystem Name = TsingMaRing End ParticleSystem Name = TsingMaTrailArms OrientToObject = Yes End ParticleSystem Name = TsingMaLenzflare OrientToObject = Yes Offset = X:0 Y:0 Z:1 End ViewShake Type = SEVERE End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ;-------------------------------------------------------------------------------------------------- FXList FX_TsingMaSplash ParticleSystem Name = TsingMaExplosionWave OrientToObject = Yes End ParticleSystem Name = TsingMaSplashWave OrientToObject = Yes InitialDelay = 2000 2000 UNIFORM ;In milliseconds End ParticleSystem Name = TsingMaSplashHit OrientToObject = Yes InitialDelay = 2000 2000 UNIFORM ;In milliseconds End End ;-------------------------------------------------------------------------------------------------- FXList FX_TrainWreckExplosion ParticleSystem Name = TsingMaRing End ParticleSystem Name = TrainWreckTrailArms OrientToObject = Yes End ParticleSystem Name = TsingMaLenzflare OrientToObject = Yes Offset = X:0 Y:0 Z:1 End ViewShake Type = SEVERE End TerrainScorch Type = RANDOM Radius = 15 End Sound Name = TankDie End End ;-------------------------------------------------------------------------------------------------- FXList FX_TrainWreckSplash ParticleSystem Name = TrainWreckExplosionWave OrientToObject = Yes End ParticleSystem Name = TrainWreckSplashWave OrientToObject = Yes End ParticleSystem Name = TrainWreckSplashHit OrientToObject = Yes End End ;-------------------------------------------------------------------------------------------------- FXList FX_CratePickup Sound Name = CratePickupSound End End ;-------------------------------------------------------------------------------------------------- FXList FX_ParticleUplinkDeathInitial Sound ; Name = CratePickupSound End ParticleSystem Name = ParticleDeathFlare Offset = X:30 Y:0 Z:10 End ParticleSystem Name = ParticleDeathImplode Offset = X:30 Y:0 Z:20 End End ;------------------------------------------------------------------------- FXList FX_ChinaRadarJammerUpgrade ParticleSystem Name = SonicInvert Offset = X:0.0 Y:0.0 Z:0.0 OrientToObject = Yes End Sound Name = RadarVanJam End End