[ Index ] WAROFGENERALS

PHP Cross Reference of WAROFGENERALS MODS SOURCES

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/Command and conquer Heure H/Light of five stars/INI/ -> FXList.ini (source)

   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ;FILE: FXList.ini (SYSTEM) ////////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  ; ----------------------------------------------
   6  
   7  FXList WeaponFX_ToxinShellWeapon
   8    ParticleSystem
   9      Name = ToxicShellExplosion
  10    End
  11  End
  12  
  13  ; ----------------------------------------------
  14  FXList FX_CarOverlappedByCrusher
  15    Sound
  16      Name = CarMount
  17    End
  18  End
  19  
  20  ; ----------------------------------------------
  21  FXList FX_GIDie
  22  ; yes, an empty FXList. Why? Not sure.
  23  End
  24  
  25  ; ----------------------------------------------
  26  FXList FX_DieByFireUSA
  27    Sound
  28      Name = DieByFireUSA
  29    End
  30  End
  31  
  32  ; ----------------------------------------------
  33  FXList FX_DieByToxinUSA
  34    Sound
  35      Name = DieByToxinUSA
  36    End
  37  End
  38  
  39  ; ----------------------------------------------
  40  FXList FX_DieByFireGLA
  41    Sound
  42      Name = DieByFireGLA
  43    End
  44  End
  45  
  46  ; ----------------------------------------------
  47  FXList FX_DieByToxinGLA
  48    Sound
  49      Name = DieByToxinGLA
  50    End
  51  End
  52  
  53  ; ----------------------------------------------
  54  FXList FX_DieByFireChina
  55    Sound
  56      Name = DieByFireChina
  57    End
  58  End
  59  
  60  ; ----------------------------------------------
  61  FXList FX_DieByToxinChina
  62    Sound
  63      Name = DieByToxinChina
  64    End
  65  End
  66  
  67  ; ----------------------------------------------
  68  FXList FX_DieByFireFemale
  69    Sound
  70      Name = DieByFireChina
  71    End
  72  End
  73  
  74  ; ----------------------------------------------
  75  FXList FX_DieByToxinFemale
  76    Sound
  77      Name = DieByToxinChina
  78    End
  79  End
  80  
  81  ; ----------------------------------------------
  82  FXList FX_RedGuardDie
  83    Sound
  84      Name = RedGuardVoiceDie
  85    End
  86  End
  87  
  88  ; ----------------------------------------------
  89  FXList FX_HackerDie
  90    Sound
  91      Name = RedGuardVoiceDie
  92    End
  93  End
  94  
  95  ; ----------------------------------------------
  96  FXList FX_ToxinTractorDie
  97    Sound
  98      Name = ToxinTractorDie
  99    End
 100  End
 101  
 102  ; ----------------------------------------------
 103  FXList FX_TankHunterDie
 104    Sound
 105      Name = TankHunterVoiceDie
 106    End
 107  End
 108  
 109  ; ----------------------------------------------
 110  FXList FX_BlackLotusDie
 111    Sound
 112      Name = BlackLotusVoiceDie
 113    End
 114  End
 115  
 116  ; ----------------------------------------------
 117  FXList FX_WorkerDie
 118    Sound
 119      Name = WorkerVoiceDie
 120    End
 121  End
 122  
 123  ; ----------------------------------------------
 124  FXList FX_RebelDie
 125    Sound
 126      Name = RebelVoiceDie
 127    End
 128  End
 129  
 130  ; ----------------------------------------------
 131  FXList FX_HijackerDie
 132    Sound
 133      Name = HijackerVoiceDie
 134    End
 135  End
 136  
 137  ; ----------------------------------------------
 138  FXList FX_CivilianArabMaleDie
 139    Sound
 140      Name = CivilianArabMaleDie
 141    End
 142  End
 143  
 144  ; ----------------------------------------------
 145  FXList FX_CivilianArabFemaleDie
 146    Sound
 147      Name = CivilianArabFemaleDie
 148    End
 149  End
 150  
 151  ; ----------------------------------------------
 152  FXList FX_CivilianChinaMaleDie
 153    Sound
 154      Name = CivilianChinaMaleDie
 155    End
 156  End
 157  
 158  ; ----------------------------------------------
 159  FXList FX_CivilianChinaFemaleDie
 160    Sound
 161      Name = CivilianChinaFemaleDie
 162    End
 163  End
 164  
 165  ; ----------------------------------------------
 166  FXList FX_TerroristDie
 167    Sound
 168      Name = TerroristVoiceDie
 169    End
 170  End
 171  
 172  ; ----------------------------------------------
 173  FXList FX_StingerSoldierDie
 174    Sound
 175      Name = StingerSoldierVoiceDie
 176    End
 177  End
 178  
 179  ; ----------------------------------------------
 180  FXList FX_RPGTrooperDie
 181    Sound
 182      Name = RPGTrooperVoiceDie
 183    End
 184  End
 185  
 186  ; ----------------------------------------------
 187  FXList FX_JarmenKellDie
 188    Sound
 189      Name = JarmenKellVoiceDie
 190    End
 191  End
 192  
 193  ; ----------------------------------------------
 194  FXList FX_ColonelBurtonDie
 195    Sound
 196      Name = ColonelBurtonVoiceDie
 197    End
 198  End
 199  
 200  ; ----------------------------------------------
 201  FXList FX_PathfinderDie
 202    Sound
 203      Name = PathfinderVoiceDie
 204    End
 205  End
 206  
 207  ; ----------------------------------------------
 208  FXList FX_PilotDie
 209    Sound
 210      Name = PilotVoiceDie
 211    End
 212  End
 213  
 214  ; ----------------------------------------------
 215  FXList FX_RangerDie
 216    Sound
 217      Name = RangerVoiceDie
 218    End
 219  End
 220  
 221  ; ----------------------------------------------
 222  FXList FX_MissileDefenderDie
 223    Sound
 224      Name = MissileDefenderVoiceDie
 225    End
 226  End
 227  
 228  
 229  ; ----------------------------------------------
 230  FXList FX_SaboteurDie
 231    Sound
 232      Name = SaboteurVoiceDie
 233    End
 234  End
 235  
 236  ; ----------------------------------------------
 237  FXList FX_CombatCycleDie
 238    Sound
 239      Name = CombatCycleVoiceDie
 240    End
 241  End
 242  
 243  ; ----------------------------------------------
 244  FXList FX_CombatCycleDieNoScream
 245    Sound
 246      Name = CarDie
 247    End
 248  End
 249  
 250  ; ----------------------------------------------
 251  FXList FX_CIAAgentDie
 252    Sound
 253      Name = CIAAgentVoiceDie
 254    End
 255  End
 256  
 257  
 258  ; ----------------------------------------------
 259  FXList FX_ToxicPoolDie
 260    Sound
 261      Name = ToxicPoolDie
 262    End
 263  End
 264  
 265  ; ----------------------------------------------
 266  FXList FX_AnthraxPoolDie
 267    Sound
 268      Name = AnthraxPoolDie
 269    End
 270  End
 271  
 272  ; ----------------------------------------------
 273  FXList FX_RadiationPoolDie
 274    Sound
 275      Name = RadiationPoolDie
 276    End
 277  End
 278  
 279  ; ----------------------------------------------
 280  FXList FX_GIDieCrushed
 281    Sound
 282      Name = InfantryCrush
 283    End
 284  End
 285   
 286  ; ----------------------------------------------
 287  FXList FX_TrainWhistle
 288    Sound
 289      Name = TrainWhistle
 290    End
 291  End
 292  
 293  ; ----------------------------------------------
 294  FXList FX_DamageMinorArmorPiercing
 295  ; yes, an empty FXList. Why? Not sure.
 296  End
 297  
 298  ; ----------------------------------------------
 299  FXList FX_DamageMajorArmorPiercing
 300  ; yes, an empty FXList. Why? Not sure.
 301  End
 302  
 303  ; ----------------------------------------------
 304  FXList FX_DamageTankStruck
 305    ParticleSystem 
 306      Name = TankStruckSmoke
 307      Height = 10 10 CONSTANT
 308      OrientToObject = Yes     
 309      Ricochet = Yes 
 310    End
 311    ParticleSystem 
 312      Name = TankStruckDebris
 313      Height = 10 10 CONSTANT
 314      OrientToObject = Yes     
 315      Ricochet = Yes
 316    End
 317    ParticleSystem 
 318      Name = TankStruckSparks
 319      Height = 10 10 CONSTANT
 320    End
 321    ParticleSystem 
 322      Name = TankStruckLenzflare
 323      Height = 10 10 CONSTANT
 324    End
 325    LightPulse 
 326      Color = R:255 G:255 B:128 
 327      Radius = 30 
 328      IncreaseTime = 0 
 329      DecreaseTime = 500
 330    End
 331    Sound
 332      Name = VehicleImpactHeavy
 333    End
 334  End
 335  
 336  ; ----------------------------------------------
 337  FXList FX_HeroicDamageTankStruck
 338    ParticleSystem 
 339      Name = TankStruckSmoke
 340      Height = 10 10 CONSTANT
 341      OrientToObject = Yes     
 342      Ricochet = Yes 
 343    End
 344    ParticleSystem 
 345      Name = TankStruckDebris
 346      Height = 10 10 CONSTANT
 347      OrientToObject = Yes     
 348      Ricochet = Yes
 349    End
 350    ParticleSystem 
 351      Name = TankStruckSparks
 352      Height = 10 10 CONSTANT
 353    End
 354    ParticleSystem 
 355      Name = HeroicTankStruckLenzflare
 356      Height = 10 10 CONSTANT
 357    End
 358    LightPulse 
 359      Color = R:255 G:255 B:128 
 360      Radius = 30 
 361      IncreaseTime = 0 
 362      DecreaseTime = 500
 363    End
 364    Sound
 365      Name = VehicleImpactHeavy
 366    End
 367  End
 368  
 369  ; ----------------------------------------------
 370  FXList FX_DamageSmallTankStruck
 371    ParticleSystem 
 372      Name = SmallTankStruckSmoke
 373  
 374      Height = 0 0 CONSTANT
 375    End
 376    ParticleSystem 
 377      Name = SmallTankStruckSparks
 378      Height = 0 0 CONSTANT
 379    End
 380    LightPulse 
 381      Color = R:255 G:255 B:128 
 382      Radius = 15 
 383      IncreaseTime = 0 
 384      DecreaseTime = 500
 385    End
 386    Sound
 387      Name = VehicleImpactLight
 388    End
 389  End
 390  
 391  ; ----------------------------------------------
 392  FXList FX_DamageTankStruckSmallArms
 393    ParticleSystem 
 394      Name = TankStruckSparks
 395      Height = 10 10 CONSTANT
 396    End
 397    ParticleSystem 
 398      Name = TankStruckSmallArmsSmoke
 399      Height = 10 10 CONSTANT
 400      OrientToObject = Yes     
 401      Ricochet = Yes
 402    End
 403    LightPulse 
 404      Color = R:255 G:255 B:128 
 405      Radius = 15 
 406      IncreaseTime = 0 
 407      DecreaseTime = 500
 408    End
 409    Sound
 410      Name = VehicleImpactLight
 411    End
 412  End
 413  
 414  ; ----------------------------------------------
 415  FXList FX_DamageDisableVehicle
 416    ParticleSystem 
 417      Name = TankStruckSparks
 418      Height = 10 10 CONSTANT
 419    End
 420    ParticleSystem 
 421      Name = TankStruckSmallArmsSmoke
 422      Height = 10 10 CONSTANT
 423      OrientToObject = Yes     
 424      Ricochet = Yes
 425    End
 426    LightPulse 
 427      Color = R:255 G:255 B:128 
 428      Radius = 15 
 429      IncreaseTime = 0 
 430      DecreaseTime = 500
 431    End
 432    Sound
 433      Name = VehicleImpactLight
 434    End
 435    Sound
 436      Name = BuildingDisabled
 437    End
 438  End
 439  
 440  ; ----------------------------------------------
 441  FXList FX_HeroicDamageDisableVehicle
 442    ParticleSystem 
 443      Name = TankStruckSparks
 444      Height = 10 10 CONSTANT
 445    End
 446    ParticleSystem 
 447      Name = TankStruckSmallArmsSmoke
 448      Height = 10 10 CONSTANT
 449      OrientToObject = Yes     
 450      Ricochet = Yes
 451    End
 452    LightPulse 
 453      Color = R:255 G:255 B:128 
 454      Radius = 15 
 455      IncreaseTime = 0 
 456      DecreaseTime = 500
 457    End
 458    Sound
 459      Name = VehicleImpactLight
 460    End
 461    Sound
 462      Name = BuildingDisabled
 463    End
 464  End
 465  
 466  
 467  ; ----------------------------------------------
 468  FXList FX_DamageSmallTankStruckSmallArms
 469    ParticleSystem 
 470      Name = SmallTankStruckSparks
 471      Height = 0 0 CONSTANT
 472    End
 473    ParticleSystem 
 474      Name = TankStruckSmallArmsSmoke
 475      Height = 10 10 CONSTANT
 476      OrientToObject = Yes     
 477      Ricochet = Yes
 478    End
 479    LightPulse 
 480      Color = R:128 G:128 B:128 
 481      Radius = 15 
 482      IncreaseTime = 0 
 483      DecreaseTime = 100
 484    End
 485    Sound
 486      Name = VehicleImpactLight
 487    End
 488  End
 489  
 490  ; ----------------------------------------------
 491  FXList FX_HeroicDamageTankStruckSmallArms
 492    ParticleSystem 
 493      Name = HeroicTankStruckSparks
 494      Offset = X:0.0 Y:0.0 Z:5.0
 495  ;   Height = 0 0 CONSTANT
 496    End
 497    ParticleSystem 
 498      Name = TankStruckSmallArmsSmoke
 499      Height = 10 10 CONSTANT
 500      OrientToObject = Yes     
 501      Ricochet = Yes
 502    End
 503    LightPulse 
 504      Color = R:255 G:0 B:0 
 505      Radius = 25 
 506      IncreaseTime = 0 
 507      DecreaseTime = 100
 508    End
 509    Sound
 510      Name = VehicleImpactLight
 511    End
 512  End
 513  
 514  ; ----------------------------------------------
 515  FXList FX_DamageInfantryStruck
 516    ParticleSystem
 517      Name = InfantryMortarDebris
 518    End
 519    ParticleSystem
 520      Name = InfantryMortarDust
 521    End
 522    Sound
 523  ;   Name = VehicleImpactLight
 524    End
 525  End
 526  
 527  ; ----------------------------------------------
 528  FXList FX_DamageInfantryStruckSmallArms
 529    ParticleSystem 
 530      Name = InfantryStruckSparks
 531      Height = 10 10 CONSTANT
 532    End
 533    ParticleSystem 
 534      Name = InfantryStruckSmallArmsSmoke
 535      Height = 10 10 CONSTANT
 536      OrientToObject = Yes     
 537      Ricochet = Yes
 538    End
 539    Sound
 540  ;   Name = VehicleImpactLight
 541    End
 542  End
 543  
 544  ; ----------------------------------------------
 545  FXList FX_HeroicDamageInfantryStruckSmallArms
 546    ParticleSystem 
 547      Name = HeroicInfantryStruckSparks
 548      Height = 10 10 CONSTANT
 549    End
 550    ParticleSystem 
 551      Name = InfantryStruckSmallArmsSmoke
 552      OrientToObject = Yes     
 553      Ricochet = Yes
 554    End
 555    ParticleSystem 
 556      Name = HeroicInfantryStruckFlare
 557    End
 558    Sound
 559  ;   Name = VehicleImpactLight
 560    End
 561  End
 562  
 563  ; ----------------------------------------------
 564  FXList FX_DamageTankStruckFlame
 565    ParticleSystem 
 566      Name = TankStruckFlame
 567      Height = 10 10 CONSTANT
 568    End
 569    LightPulse 
 570      Color = R:255 G:255 B:128 
 571      Radius = 15 
 572      IncreaseTime = 0 
 573      DecreaseTime = 500
 574    End
 575  End
 576  
 577  ; ----------------------------------------------
 578  FXList FX_TechnicalGunnerHitsGround
 579    ParticleSystem 
 580      Name = TreeBounceDust
 581    End
 582    Sound
 583      Name = TechnicalBodyfall
 584    End
 585  End
 586  
 587  ; ----------------------------------------------
 588  ; weapon fx for firing the gun (but not the shells landing)
 589  FXList WeaponFX_BattleshipBogusGun
 590  ; This is where the battleship shake needs to be set
 591    ViewShake 
 592      Type = SEVERE
 593    End
 594    ParticleSystem 
 595      Name = BattleshipMuzzleFlashFlame
 596      OrientToObject = Yes
 597    End
 598    ParticleSystem 
 599      Name = BattleshipMuzzleFlashSmoke
 600      OrientToObject = Yes
 601    End
 602    ParticleSystem
 603      Name = BattleshipMuzzleFlashWave
 604      Offset = X:0.0 Y:0.0 Z:-20.0
 605      OrientToObject = Yes
 606    End
 607  End
 608  
 609  ; ----------------------------------------------
 610  ; weapon fx for a "shell" "landing" on the target
 611  ; @todo srj -- placeholder FX
 612  FXList WeaponFX_BattleshipTargetExplode
 613    ViewShake 
 614      Type = SUBTLE
 615    End
 616    TerrainScorch
 617      Type = RANDOM 
 618      Radius = 15
 619    End
 620    LightPulse 
 621      Color = R:255 G:128 B:51 
 622      Radius = 30 
 623      IncreaseTime = 0 
 624      DecreaseTime = 2333
 625    End
 626    ParticleSystem
 627      Name = MortarDebris
 628    End
 629    ParticleSystem
 630      Name = MortarDust
 631    End
 632    Sound 
 633      Name = ExplosionBattleshipTarget
 634    End
 635  End
 636  
 637  ; ----------------------------------------------
 638  FXList WeaponFX_NeutronMissile
 639    Sound
 640      Name = NeutronMissileRelease
 641    End
 642  End
 643  
 644  ; ----------------------------------------------
 645  FXList FX_ScudLauncherIgnition
 646  ;  Sound
 647  ;    Name = NeutronMissileRelease
 648  ;  End
 649    
 650    ParticleSystem
 651      Name = ScudStormIgnitionCloud
 652      Offset = X:-20.0 Y:0.0 Z:3.0
 653      OrientToObject = Yes
 654    End
 655  End
 656  
 657  ; ----------------------------------------------
 658  FXList WeaponFX_ScudStormMissile
 659    Sound
 660      Name = NeutronMissileRelease
 661    End
 662  End
 663  
 664  ; ----------------------------------------------
 665  FXList FX_ScudStormIgnition
 666    Sound
 667      Name = NeutronMissileRelease
 668    End
 669    
 670    ParticleSystem
 671      Name = ScudStormIgnitionCloud
 672      Offset = X:0.0 Y:0.0 Z:3.0
 673    End
 674  End
 675  
 676  ; ----------------------------------------------
 677  FXList FX_TomahawkIgnition
 678    Sound
 679  ;    Name = NeutronMissileRelease
 680    End
 681    
 682    ParticleSystem
 683      Name = ScudStormIgnitionCloud
 684      Offset = X:0.0 Y:0.0 Z:3.0
 685      OrientToObject = Yes
 686    End
 687  End
 688  
 689  ; ----------------------------------------------
 690  FXList ScudStormMissileDetonation
 691    ViewShake 
 692      Type = SEVERE
 693    End
 694  
 695    Sound
 696      Name = ExplosionScudExplosive
 697    End
 698  
 699    ParticleSystem
 700      Name = ScudMissleExplosionArms
 701      Offset = X:0.0 Y:0.0 Z:2.0
 702    End
 703  
 704    ParticleSystem
 705      Name = ScudMissleLenzFlare
 706      Offset = X:0.0 Y:0.0 Z:1.0
 707    End
 708  
 709    ParticleSystem
 710      Name = ScudMissleExplosionTrailArms
 711      InitialDelay = 100 100 UNIFORM   ;In milliseconds
 712      Offset = X:0.0 Y:0.0 Z:25.0
 713    End
 714  
 715  End
 716  
 717  ; ----------------------------------------------
 718  FXList WeaponFX_NapalmMissile
 719    Sound
 720      Name = FireStormMissileWeapon
 721    End
 722  End
 723  
 724  ; ----------------------------------------------
 725  FXList WeaponFX_DragonTankFlameWeapon
 726    LightPulse 
 727      Color = R:255 G:255 B:128 
 728      Radius = 15 
 729      IncreaseTime = 0 
 730      DecreaseTime = 500
 731    End
 732  End
 733  
 734  ; ----------------------------------------------
 735  FXList WeaponFX_DragonTankFlameWeaponUpgraded
 736    LightPulse 
 737      Color = R:255 G:255 B:128 
 738      Radius = 15 
 739      IncreaseTime = 0 
 740      DecreaseTime = 500
 741    End
 742  End
 743  
 744  ; ----------------------------------------------
 745  FXList WeaponFX_ToxinTruckFlameWeapon
 746    LightPulse 
 747      Color = R:64 G:255 B:64
 748      Radius = 15 
 749      IncreaseTime = 0 
 750      DecreaseTime = 500
 751    End
 752  End
 753  
 754  ; ----------------------------------------------
 755  FXList WeaponFX_ToxinTruckFlameWeaponUpgraded
 756    LightPulse 
 757      Color = R:64 G:64 B:255
 758      Radius = 15 
 759      IncreaseTime = 0 
 760      DecreaseTime = 500
 761    End
 762  ;;;  ParticleSystem
 763  ;;;  Name = ToxinTrail02
 764  ;;;  End
 765  End
 766  
 767  ; ----------------------------------------------
 768  FXList WeaponFX_CleanupFireWeapon
 769    LightPulse 
 770      Color = R:64 G:128 B:255
 771      Radius = 15 
 772      IncreaseTime = 0 
 773      DecreaseTime = 500
 774    End
 775  End
 776  
 777  ; ----------------------------------------------
 778  FXList WeaponFX_GenericTankShellDetonation
 779    Sound
 780      Name = ExplosionRocketBuggyMissile
 781    End
 782    ParticleSystem
 783      Name = BuggyMissileExplosion
 784      UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
 785    End
 786    ParticleSystem
 787      Name = BuggyMissileExplosionSmoke
 788    End
 789  End
 790  
 791  ; ----------------------------------------------
 792  FXList WeaponFX_InfernoTankShellDetonation
 793    Sound
 794      Name = ExplosionFire
 795    End
 796    ParticleSystem
 797      Name = BuggyMissileExplosion
 798      UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
 799    End
 800    ParticleSystem
 801      Name = BuggyMissileExplosionSmoke
 802    End
 803  End
 804  
 805  ; ----------------------------------------------
 806  FXList WeaponFX_GenericTankGunNoTracer
 807    ViewShake 
 808      Type = NORMAL
 809    End
 810    LightPulse 
 811      Color = R:255 G:255 B:128 
 812      Radius = 15 
 813      IncreaseTime = 0 
 814      DecreaseTime = 500
 815    End
 816    ParticleSystem 
 817      Name = TankMuzzleFlashSmoke
 818      OrientToObject = Yes
 819    End
 820    ParticleSystem 
 821      Name = TankMuzzleFlashFlame
 822      OrientToObject = Yes
 823    End
 824    ParticleSystem 
 825      Name = TankMuzzleFlare
 826      OrientToObject = Yes
 827    End
 828    ParticleSystem 
 829      Name = TankMuzzleWave
 830      OrientToObject = Yes
 831      CreateAtGroundHeight = Yes
 832    End
 833  End
 834  
 835  ; ----------------------------------------------
 836  FXList WeaponFX_HeroicGenericTankGunNoTracer
 837    ViewShake 
 838      Type = NORMAL
 839    End
 840    LightPulse 
 841      Color = R:128 G:0 B:0
 842      Radius = 15 
 843      IncreaseTime = 0 
 844      DecreaseTime = 500
 845    End
 846    ParticleSystem 
 847      Name = HeroicTankMuzzleFlashSmoke
 848      OrientToObject = Yes
 849    End
 850    ParticleSystem 
 851      Name = HeroicTankMuzzleFlashFlame
 852      OrientToObject = Yes
 853    End
 854    ParticleSystem 
 855      Name = HeroicTankMuzzleFlare
 856      OrientToObject = Yes
 857    End
 858    ParticleSystem 
 859      Name = TankMuzzleWave
 860      OrientToObject = Yes
 861      CreateAtGroundHeight = Yes
 862    End
 863  End
 864  
 865  
 866  ; ----------------------------------------------
 867  FXList WeaponFX_NukeCannonMuzzleFlash
 868    ViewShake 
 869      Type = NORMAL
 870    End
 871    LightPulse 
 872      Color = R:255 G:255 B:128 
 873      Radius = 15 
 874      IncreaseTime = 0 
 875      DecreaseTime = 500
 876    End
 877    ParticleSystem 
 878      Name = NukeCannonMuzzleFlashSmoke
 879      OrientToObject = Yes
 880    End
 881    ParticleSystem 
 882      Name = NukeCannonMuzzleFlashFlame
 883      OrientToObject = Yes
 884    End
 885    ParticleSystem 
 886      Name = NukeCannonMuzzleFlare
 887      OrientToObject = Yes
 888    End
 889    ParticleSystem 
 890      Name = NukeCannonMuzzleFlashRing
 891      OrientToObject = Yes
 892    End
 893    ParticleSystem 
 894      Name = NukeCannonMuzzleWave
 895      OrientToObject = Yes
 896      CreateAtGroundHeight = Yes
 897    End
 898  End
 899  
 900  
 901  ; ----------------------------------------------
 902  FXList WeaponFX_HeroicNukeCannonMuzzleFlash
 903    ViewShake 
 904      Type = NORMAL
 905    End
 906    LightPulse 
 907      Color = R:255 G:255 B:128 
 908      Radius = 15 
 909      IncreaseTime = 0 
 910      DecreaseTime = 500
 911    End
 912    ParticleSystem 
 913      Name = NukeCannonMuzzleFlashSmoke
 914      OrientToObject = Yes
 915    End
 916    ParticleSystem 
 917      Name = NukeCannonMuzzleFlashFlame
 918      OrientToObject = Yes
 919    End
 920    ParticleSystem 
 921      Name = HeroicNukeCannonMuzzleFlare
 922      OrientToObject = Yes
 923    End
 924    ParticleSystem 
 925      Name = HeroicNukeCannonMuzzleFlashRing
 926      OrientToObject = Yes
 927    End
 928    ParticleSystem 
 929      Name = NukeCannonMuzzleWave
 930      OrientToObject = Yes
 931      CreateAtGroundHeight = Yes
 932    End
 933  End
 934  
 935  
 936  ; ----------------------------------------------
 937  FXList WeaponFX_GenericTankGunNoTracerSmall
 938    ViewShake 
 939      Type = NORMAL
 940    End
 941    LightPulse 
 942      Color = R:255 G:255 B:128 
 943      Radius = 15 
 944      IncreaseTime = 0 
 945      DecreaseTime = 500
 946    End
 947    ParticleSystem 
 948      Name = TankSmallMuzzleFlashSmoke
 949      OrientToObject = Yes
 950    End
 951    ParticleSystem 
 952      Name = TankSmallMuzzleFlashFlame
 953      OrientToObject = Yes
 954    End
 955    ParticleSystem 
 956      Name = TankSmallMuzzleFlare
 957      OrientToObject = Yes
 958    End
 959  End
 960  
 961  ; ----------------------------------------------
 962  FXList WeaponFX_HeroicGenericTankGunNoTracerSmall
 963    ViewShake 
 964      Type = NORMAL
 965    End
 966    LightPulse 
 967      Color = R:255 G:255 B:128 
 968      Radius = 15 
 969      IncreaseTime = 0 
 970      DecreaseTime = 500
 971    End
 972    ParticleSystem 
 973      Name = TankSmallMuzzleFlashSmoke
 974      OrientToObject = Yes
 975    End
 976    ParticleSystem 
 977      Name = TankSmallMuzzleFlashFlame
 978      OrientToObject = Yes
 979    End
 980    ParticleSystem 
 981      Name = HeroicTankSmallMuzzleFlare
 982      OrientToObject = Yes
 983    End
 984  End
 985  
 986  ; ----------------------------------------------
 987  FXList WeaponFX_GenericTankGun
 988    ViewShake 
 989      Type = NORMAL
 990    End
 991    LightPulse 
 992      Color = R:255 G:255 B:128 
 993      Radius = 25
 994      IncreaseTime = 0 
 995      DecreaseTime = 500
 996    End
 997    Tracer
 998      DecayAt = 0.5
 999      Length = 20
1000      Width = 0.5
1001      Color = R:230 G:204 B:179
1002    End
1003    ParticleSystem 
1004      Name = TankMuzzleFlashSmoke
1005      OrientToObject = Yes
1006      RotateY = 90
1007    End
1008    ParticleSystem 
1009      Name = TankMuzzleFlashFlame
1010      OrientToObject = Yes
1011      RotateY = 90
1012    End
1013  End
1014  
1015  ; ----------------------------------------------
1016  FXList WeaponFX_GenericMachineGunFire
1017    LightPulse 
1018      Color = R:255 G:255 B:128 
1019      Radius = 10 
1020      IncreaseTime = 0 
1021      DecreaseTime = 200
1022    End
1023    ParticleSystem 
1024      Name = GattlingCannonLenzflare
1025      OrientToObject = Yes
1026      Offset = X:0.0 Y:0.0 Z:0.0
1027    End
1028    ParticleSystem 
1029      Name = FallingShells
1030      OrientToObject = Yes
1031      Offset = X:0.0 Y:0.0 Z:0.0
1032    End
1033    Tracer
1034      DecayAt = 1
1035      Length = 10
1036      Width = 0.3
1037      Color = R:255 G:255 B:255
1038      Speed = 600
1039      Probability = 0.5
1040    End
1041  End
1042  
1043  ; ----------------------------------------------
1044  FXList WeaponFX_GenericMachineGunFireWithRedTracers
1045    LightPulse 
1046      Color = R:128 G:0 B:0
1047      Radius = 25
1048      IncreaseTime = 0 
1049      DecreaseTime = 200
1050    End
1051    ParticleSystem 
1052      Name = HeroicGattlingCannonLenzflare
1053      OrientToObject = Yes
1054      Offset = X:0.0 Y:0.0 Z:0.0
1055    End
1056    ParticleSystem 
1057      Name = FallingShells
1058      OrientToObject = Yes
1059      Offset = X:0.0 Y:0.0 Z:0.0
1060    End
1061    Tracer
1062      DecayAt = 1
1063      Length = 10
1064      Width = 0.3
1065      Color = R:255 G:0 B:0
1066      Speed = 300
1067      Probability = 0.5
1068    End
1069  End
1070  
1071  ; ----------------------------------------------
1072  FXList WeaponFX_GattlingTankMachineGunFire
1073    LightPulse 
1074      Color = R:255 G:255 B:128 
1075      Radius = 10 
1076      IncreaseTime = 0 
1077      DecreaseTime = 100
1078    End
1079    ParticleSystem 
1080      Name = GattlingCannonLenzflare
1081      OrientToObject = Yes
1082      Offset = X:0.0 Y:0.0 Z:0.0
1083    End
1084    ParticleSystem 
1085      Name = FallingShellsGattling
1086      OrientToObject = Yes
1087      Offset = X:0.0 Y:0.0 Z:0.0
1088    End
1089    Tracer
1090      DecayAt = 1
1091      Length = 10
1092      Width = 0.3
1093      Color = R:255 G:255 B:255
1094      Speed = 1200
1095      Probability = 0.7
1096    End
1097  End
1098  
1099  ; ----------------------------------------------
1100  FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers
1101    LightPulse 
1102      Color = R:255 G:64 B:64 
1103      Radius = 25
1104      IncreaseTime = 0 
1105      DecreaseTime = 500
1106    End
1107    ParticleSystem 
1108      Name = HeroicGattlingCannonLenzflare
1109      OrientToObject = Yes
1110      Offset = X:0.0 Y:0.0 Z:0.0
1111    End
1112    ParticleSystem 
1113      Name = FallingShellsGattling
1114      OrientToObject = Yes
1115      Offset = X:0.0 Y:0.0 Z:0.0
1116    End
1117    Tracer
1118      DecayAt = 1
1119      Length = 10
1120      Width = 0.3
1121      Color = R:255 G:0 B:0
1122      Speed = 1200
1123      Probability = 0.7
1124    End
1125  End
1126  
1127  
1128  ; ----------------------------------------------
1129  FXList WeaponFX_GattlingCannonMachineGunFire
1130    LightPulse 
1131      Color = R:255 G:255 B:128 
1132      Radius = 10 
1133      IncreaseTime = 0 
1134      DecreaseTime = 100
1135    End
1136    ParticleSystem 
1137      Name = GattlingCannonLenzflare
1138      OrientToObject = Yes
1139      Offset = X:0.0 Y:0.0 Z:0.0
1140    End
1141    ParticleSystem 
1142      Name = FallingShellsGattlingTilted
1143      OrientToObject = Yes
1144      Offset = X:0.0 Y:0.0 Z:0.0
1145    End
1146    Tracer
1147      DecayAt = 1
1148      Length = 10
1149      Width = 0.3
1150      Color = R:255 G:255 B:255
1151      Speed = 1200
1152      Probability = 0.7
1153    End
1154  End
1155  
1156  ; ----------------------------------------------
1157  FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers
1158    LightPulse 
1159      Color = R:255 G:64 B:64 
1160      Radius = 25
1161      IncreaseTime = 0 
1162      DecreaseTime = 500
1163    End
1164    ParticleSystem 
1165      Name = HeroicGattlingCannonLenzflare
1166      OrientToObject = Yes
1167      Offset = X:0.0 Y:0.0 Z:0.0
1168    End
1169    ParticleSystem 
1170      Name = FallingShellsGattlingTilted
1171      OrientToObject = Yes
1172      Offset = X:0.0 Y:0.0 Z:0.0
1173    End
1174    Tracer
1175      DecayAt = 1
1176      Length = 10
1177      Width = 0.3
1178      Color = R:255 G:0 B:0
1179      Speed = 1200
1180      Probability = 0.7
1181    End
1182  End
1183  
1184  
1185  ; ----------------------------------------------
1186  FXList WeaponFX_RedguardMachineGunFire
1187    LightPulse 
1188      Color = R:255 G:255 B:128 
1189      Radius = 10 
1190      IncreaseTime = 0 
1191      DecreaseTime = 100
1192    End
1193    Tracer
1194      DecayAt = 1
1195      Length = 10
1196      Width = 0.3
1197      Color = R:230 G:204 B:179
1198      Speed = 300
1199      Probability = 0.5
1200    End
1201  End
1202  
1203  ; ----------------------------------------------
1204  FXList WeaponFX_HeroicRedguardMachineGunFire
1205    LightPulse 
1206      Color = R:255 G:255 B:128 
1207      Radius = 10 
1208      IncreaseTime = 0 
1209      DecreaseTime = 100
1210    End
1211    Tracer
1212      DecayAt = 1
1213      Length = 10
1214      Width = 0.3
1215      Color = R:255 G:0 B:0
1216      Speed = 300
1217      Probability = 0.5
1218    End
1219  End
1220  
1221  ; ----------------------------------------------
1222  FXList WeaponFX_RangerAdvancedCombatRifleFire
1223    LightPulse 
1224      Color = R:255 G:255 B:128 
1225      Radius = 20 
1226      IncreaseTime = 0 
1227      DecreaseTime = 300
1228    End
1229    Tracer
1230      DecayAt = 1
1231      Length = 10
1232      Width = 0.3
1233      Color = R:230 G:204 B:179
1234      Speed = 300
1235      Probability = 0.5
1236    End
1237  End
1238  
1239  ; ----------------------------------------------
1240  FXList WeaponFX_HeroicRangerAdvancedCombatRifleFire
1241    LightPulse 
1242      Color = R:255 G:255 B:128 
1243      Radius = 20 
1244      IncreaseTime = 0 
1245      DecreaseTime = 300
1246    End
1247    Tracer
1248      DecayAt = 1
1249      Length = 10
1250      Width = 0.3
1251      Color = R:255 G:0 B:0
1252      Speed = 300
1253      Probability = 0.9
1254    End
1255  End
1256  
1257  ; ----------------------------------------------
1258  FXList WeaponFX_Comanche20mmCannonFire
1259    LightPulse 
1260      Color = R:255 G:255 B:255 
1261      Radius = 60 
1262      IncreaseTime = 0 
1263      DecreaseTime = 100
1264    End
1265    ParticleSystem 
1266      Name = GattlingCannonLenzflare
1267      OrientToObject = Yes
1268      Offset = X:0.0 Y:0.0 Z:0.0
1269    End
1270    ParticleSystem 
1271      Name = FallingShellsComanche
1272      OrientToObject = Yes
1273      Offset = X:0.0 Y:0.0 Z:0.0
1274    End
1275    Tracer
1276      DecayAt = 1
1277      Length = 10
1278      Width = 0.3
1279      Color = R:128 G:128 B:128
1280      Speed = 600
1281  ;   Probability = 0.9
1282    End
1283  End
1284  
1285  ; ----------------------------------------------
1286  FXList WeaponFX_HeroicComanche20mmCannonFire
1287    LightPulse 
1288      Color = R:255 G:128 B:128 
1289      Radius = 60 
1290      IncreaseTime = 0 
1291      DecreaseTime = 100
1292    End
1293    ParticleSystem 
1294      Name = HeroicGattlingCannonLenzflare
1295      OrientToObject = Yes
1296      Offset = X:0.0 Y:0.0 Z:0.0
1297    End
1298    ParticleSystem 
1299      Name = FallingShellsComanche
1300      OrientToObject = Yes
1301      Offset = X:0.0 Y:0.0 Z:0.0
1302    End
1303    Tracer
1304      DecayAt = 1
1305      Length = 10
1306      Width = 0.3
1307      Color = R:196 G:0 B:0
1308      Speed = 600
1309  ;   Probability = 0.9
1310    End
1311  End
1312  
1313  ; ----------------------------------------------
1314  FXList WeaponFX_WatchTowerMachineGunFire
1315    LightPulse 
1316      Color = R:255 G:255 B:128 
1317      Radius = 21 
1318      IncreaseTime = 0 
1319      DecreaseTime = 100
1320    End
1321    ParticleSystem 
1322      Name = GattlingCannonLenzflare
1323      OrientToObject = Yes
1324      Offset = X:0.0 Y:0.0 Z:0.0
1325    End
1326  End
1327  
1328  ; ----------------------------------------------
1329  FXList WeaponFX_CommandoMachineGunFire
1330    LightPulse 
1331      Color = R:255 G:255 B:128 
1332      Radius = 10 
1333      IncreaseTime = 0 
1334      DecreaseTime = 100
1335    End
1336  End
1337  
1338  ; ----------------------------------------------
1339  FXList WeaponFX_QuadCannonGunFire
1340    LightPulse 
1341      Color = R:128 G:128 B:64
1342      Radius = 20 
1343      IncreaseTime = 0 
1344      DecreaseTime = 100
1345    End
1346    ParticleSystem 
1347      Name = GattlingCannonLenzflareIntense
1348      OrientToObject = Yes
1349      Offset = X:0.0 Y:0.0 Z:0.0
1350    End
1351    ParticleSystem 
1352      Name = FallingShells
1353      OrientToObject = Yes
1354      Offset = X:0.0 Y:0.0 Z:0.0
1355    End
1356    Tracer
1357      DecayAt = 1
1358      Length = 10
1359      Width = 0.3
1360      Color = R:255 G:255 B:255
1361      Speed = 300
1362      Probability = 0.5
1363    End
1364  End
1365  
1366  ; ----------------------------------------------
1367  FXList WeaponFX_HeroicQuadCannonGunFire
1368    LightPulse 
1369      Color = R:255 G:255 B:128 
1370      Radius = 20 
1371      IncreaseTime = 0 
1372      DecreaseTime = 300
1373    End
1374    ParticleSystem 
1375      Name = HeroicGattlingCannonLenzflare
1376      OrientToObject = Yes
1377      Offset = X:0.0 Y:0.0 Z:0.0
1378    End
1379    ParticleSystem 
1380      Name = FallingShells
1381      OrientToObject = Yes
1382      Offset = X:0.0 Y:0.0 Z:0.0
1383    End
1384    Tracer
1385      DecayAt = 1
1386      Length = 10
1387      Width = 0.3
1388      Color = R:255 G:0 B:0
1389      Speed = 300
1390      Probability = 0.5
1391    End
1392  End
1393  
1394  ; ----------------------------------------------
1395  FXList WeaponFX_TechnicalGunFire
1396    LightPulse 
1397      Color = R:255 G:255 B:128 
1398      Radius = 25
1399      IncreaseTime = 0 
1400      DecreaseTime = 500
1401    End
1402    ParticleSystem 
1403      Name = GattlingCannonLenzflareIntense
1404      OrientToObject = Yes
1405      Offset = X:0.0 Y:0.0 Z:0.0
1406    End
1407    ParticleSystem 
1408      Name = FallingShells
1409      OrientToObject = Yes
1410      Offset = X:0.0 Y:0.0 Z:0.0
1411    End
1412    Tracer
1413      DecayAt = 1
1414      Length = 10
1415      Width = 0.3
1416      Color = R:230 G:204 B:179
1417      Speed = 300
1418      Probability = 0.25
1419    End
1420  End
1421  
1422  ; ----------------------------------------------
1423  FXList WeaponFX_NapalmMissileDetonation
1424    ParticleSystem 
1425      Name = NapalmExplosionArms
1426    End
1427    ParticleSystem 
1428      Name = NapalmFire
1429      Offset = X:0.0 Y:0.0 Z:5.0
1430    End
1431    ParticleSystem 
1432      Name = NapalmExplosionFlare
1433      Offset = X:0.0 Y:0.0 Z:15.0
1434    End
1435    TerrainScorch
1436      Type = RANDOM 
1437      Radius = 15
1438    End
1439    LightPulse 
1440      Color = R:255 G:128 B:51 
1441      Radius = 30 
1442      IncreaseTime = 0 
1443      DecreaseTime = 2333
1444    End
1445    Sound
1446      Name = ExplosionFire
1447    End
1448  End
1449  
1450  ; ----------------------------------------------
1451  FXList WeaponFX_BlackNapalmMissileDetonation
1452    ParticleSystem 
1453      Name = NapalmExplosionArms
1454    End
1455    ParticleSystem 
1456      Name = NapalmFire
1457      Offset = X:0.0 Y:0.0 Z:5.0
1458    End
1459    TerrainScorch
1460      Type = RANDOM 
1461      Radius = 15
1462    End
1463    LightPulse 
1464      Color = R:255 G:128 B:51 
1465      Radius = 30 
1466      IncreaseTime = 0 
1467      DecreaseTime = 2333
1468    End
1469    Sound
1470      Name = ExplosionFire
1471    End
1472  End
1473  
1474  ; ----------------------------------------------
1475  FXList WeaponFX_MolotovCocktailDetonation
1476    ParticleSystem 
1477      Name = MolotovFlames
1478    End
1479    ParticleSystem 
1480      Name = MolotovGlassShatter
1481    End
1482    TerrainScorch
1483      Type = RANDOM 
1484      Radius = 18
1485    End
1486    LightPulse 
1487      Color = R:255 G:128 B:51 
1488      Radius = 30 
1489      IncreaseTime = 0 
1490      DecreaseTime = 2333
1491    End
1492    Sound
1493      Name = MolotovCocktailShatter
1494    End
1495  End
1496  
1497  ; ----------------------------------------------
1498  FXList WeaponFX_JetMissileDetonation
1499    ViewShake 
1500      Type = NORMAL
1501    End
1502    ParticleSystem
1503      Name = BuggyNewAirDeathSubExplosionSmoke
1504    End
1505    ParticleSystem
1506      Name = ArtilleryBarrageShockwave
1507    End
1508    TerrainScorch
1509      Type = RANDOM 
1510      Radius = 15
1511    End
1512    LightPulse 
1513      Color = R:255 G:128 B:51 
1514      Radius = 30 
1515      IncreaseTime = 0 
1516      DecreaseTime = 2333
1517    End
1518    Sound
1519      Name = ExplosionJetMissile
1520    End
1521  End
1522  
1523  ; ----------------------------------------------
1524  FXList FX_BombExplosion
1525    ParticleSystem
1526      Name = CarpetBombExplosionSmoke
1527    End
1528    ParticleSystem
1529      Name = CarpetBombExplosionShockwave
1530    End
1531    ViewShake 
1532      Type = NORMAL
1533    End
1534    TerrainScorch
1535      Type = RANDOM 
1536      Radius = 15
1537    End
1538    Sound
1539      Name = Explosion
1540    End
1541  End
1542  
1543  ; ----------------------------------------------
1544  FXList FX_TankDieExplosion
1545    ViewShake 
1546      Type = NORMAL
1547    End
1548    TerrainScorch
1549      Type = RANDOM 
1550      Radius = 15
1551    End
1552    LightPulse 
1553      Color = R:255 G:128 B:51 
1554      Radius = 30 
1555      IncreaseTime = 0 
1556      DecreaseTime = 2333
1557    End
1558    Sound
1559      Name = TankDie
1560    End
1561  End
1562  
1563  ; -----------------------------------------------------------------------------------
1564  ; The death of a Jet
1565  FXList FX_JetDeathExplosion
1566    ParticleSystem
1567      Name = JetExplosion
1568      OrientToObject = Yes
1569    End
1570    ParticleSystem
1571      Name = JetDebris
1572      OrientToObject = Yes
1573    End
1574    ParticleSystem
1575      Name = MammothTankSubExplosionSmoke 
1576      Count = 3
1577      Radius = 15 30 UNIFORM
1578      Height = 0 0 UNIFORM
1579      InitialDelay = 50 667 UNIFORM
1580      OrientToObject = Yes
1581    End
1582    ViewShake 
1583      Type = NORMAL
1584    End
1585  End
1586  
1587  ; -----------------------------------------------------------------------------------
1588  ; The death of a Raptor
1589  ; *********************
1590  ; KM: This is a COPY of the jet death explosion. Mike Jones -- I added this for you
1591  ;     to take over and make it look cool! :)
1592  ; *********************
1593  FXList FX_RaptorDeathExplosion
1594    ParticleSystem
1595      Name = JetExplosion
1596      OrientToObject = Yes
1597    End
1598    ParticleSystem
1599      Name = JetDebris
1600      OrientToObject = Yes
1601    End
1602    ParticleSystem
1603      Name = MammothTankSubExplosionSmoke 
1604      Count = 3
1605      Radius = 15 30 UNIFORM
1606      Height = 0 0 UNIFORM
1607      InitialDelay = 50 667 UNIFORM
1608      OrientToObject = Yes
1609    End
1610    ViewShake 
1611      Type = NORMAL
1612    End 
1613  End
1614  
1615  ; -----------------------------------------------------------------------------------
1616  FXList FX_GenericTankDeathExplosion
1617    ParticleSystem
1618      Name = MammothTankExplosionSmoke
1619    End
1620    ParticleSystem
1621      Name = MammothTankSubExplosionSmoke 
1622      Radius = 15 30 UNIFORM
1623      Height = 0 20 UNIFORM
1624      InitialDelay = 167 667 UNIFORM
1625    End
1626    ParticleSystem
1627      Name = MammothTankExplosionDebris
1628    End
1629    ParticleSystem
1630      Name = MammothTankExplosionLenzflare
1631      Offset = X:0.0 Y:0.0 Z:10.0
1632    End
1633    ParticleSystem
1634      Name = MammothTankExplosionShockwave
1635    End
1636    ViewShake 
1637      Type = STRONG
1638    End
1639    TerrainScorch
1640      Type = RANDOM 
1641      Radius = 15
1642    End
1643    Sound
1644      Name = TankDie
1645    End 
1646  End
1647  
1648  ; -----------------------------------------------------------------------------------
1649  FXList FX_AmericaVehicleTomahawkDeathExplosion
1650    ParticleSystem
1651      Name = MammothTankExplosionSmoke
1652    End
1653    ParticleSystem
1654      Name = MammothTankSubExplosionSmoke 
1655      Count = 3
1656      Radius = 15 30 UNIFORM
1657      Height = 0 20 UNIFORM
1658      InitialDelay = 167 667 UNIFORM
1659    End
1660    ParticleSystem
1661      Name = MammothTankExplosionDebris
1662    End
1663    ParticleSystem
1664      Name = MammothTankExplosionShockwave
1665    End
1666    ViewShake 
1667      Type = STRONG
1668    End
1669    TerrainScorch
1670      Type = RANDOM 
1671      Radius = 15
1672    End
1673    Sound
1674      Name = TankDie
1675    End 
1676  End
1677  
1678  ; -----------------------------------------------------------------------------------
1679  FXList FX_ChinaVehicleNukeCannonDeathExplosion
1680  ; -----------------------------------------------------------------------------
1681  
1682    ViewShake 
1683      Type = SEVERE
1684    End
1685  
1686    Sound
1687      Name = ExplosionMiniNuke
1688    End
1689  
1690    ParticleSystem
1691      Name = NukeCannonFlare
1692      InitialDelay = 0 0 UNIFORM   ;In milliseconds
1693      Offset = X:0.0 Y:0.0 Z:40.0
1694    End
1695  
1696    ParticleSystem
1697       Name = NukeCannonMushroomExplosion
1698       InitialDelay = 200 200 UNIFORM   ;In milliseconds
1699       Offset = X:0.0 Y:0.0 Z:40.0
1700    End
1701  
1702    ParticleSystem
1703      Name = NukeCannonMushroomCloudRing
1704      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
1705      Offset = X:0.0 Y:0.0 Z:45.0
1706    End
1707  
1708    ParticleSystem
1709      Name = NukeCannonRing
1710      Offset = X:0.0 Y:0.0 Z:5.0
1711    End
1712  
1713    ParticleSystem
1714      Name = NukeCannonBlastWave
1715      InitialDelay = 300 300 UNIFORM   ;In milliseconds
1716      Offset = X:0.0 Y:0.0 Z:10.0
1717    End
1718  
1719    ParticleSystem
1720      Name = NukeCannonShockwaveInverted
1721      InitialDelay = 300 300 UNIFORM   ;In milliseconds
1722      Offset = X:0.0 Y:0.0 Z:20.0
1723    End
1724  
1725    ParticleSystem
1726      Name = NukeCannonMushroomStem
1727      InitialDelay = 200 200 UNIFORM   ;In milliseconds
1728      Offset = X:0.0 Y:0.0 Z:20.0
1729    End
1730  
1731    ParticleSystem
1732      Name = NukeCannonMushroomRing
1733      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
1734      Offset = X:0.0 Y:0.0 Z:35.0
1735    End
1736  
1737  End
1738  
1739  ;---------------------------------------------------------------------------------------
1740  ;The list of effects that occur when the beam hits the ground. The number of times the
1741  ;beam hits the ground is specified in the particle uplink cannon's settings, and changing
1742  ;it does NOT effect gameplay -- so change as you see fit!
1743  ;---------------------------------------------------------------------------------------
1744  FXList FX_ParticleUplinkCannon_BeamHitsGround
1745  
1746  ;  ViewShake 
1747  ;    Type = SEVERE
1748  ;  End
1749  
1750  ;  Sound
1751  ;    Name = ExplosionScudExplosive
1752  ;  End
1753  
1754    ParticleSystem
1755      Name = ParticleCannonUplink_HitFlare
1756      Offset = X:0.0 Y:0.0 Z:2.0
1757      OrientToObject = Yes
1758    End
1759  
1760    ParticleSystem
1761      Name = ParticleUplinkCannon_Magma
1762      Offset = X:0.0 Y:0.0 Z:1.0
1763    End
1764    ParticleSystem
1765      Name = ParticleUplinkCannon_Sparks
1766      Offset = X:0.0 Y:0.0 Z:1.0
1767    End
1768    ParticleSystem
1769      Name = ParticleUplinkCannon_Shockwave
1770      Offset = X:0.0 Y:0.0 Z:1.0
1771    End
1772    ParticleSystem
1773      Name = ParticleUplinkCannon_Fire
1774      Offset = X:0.0 Y:0.0 Z:1.0
1775    End
1776  End
1777  
1778  ; ---------------------------------------------------------------------------------------
1779  FXList FX_ParticleUplinkCannon_BeamLaunchIteration
1780  
1781  ;  ViewShake 
1782  ;    Type = SEVERE
1783  ;  End
1784  
1785  ;  Sound
1786  ;    Name = ExplosionScudExplosive
1787  ;  End
1788  
1789    ParticleSystem
1790      Name = ParticleUplinkCannon_LaunchFlare
1791      Offset = X:0.0 Y:0.0 Z:10.0
1792    End
1793  
1794   ; ParticleSystem
1795   ;   Name = ParticleUplinkCannon_Magma
1796   ;   Offset = X:0.0 Y:0.0 Z:1.0
1797   ; End
1798  End
1799  
1800  ; ---------------------------------------------------------------------------------------
1801  FXList SupW_FX_ParticleUplinkCannon_BeamLaunchIteration
1802  
1803  ;  ViewShake 
1804  ;    Type = SEVERE
1805  ;  End
1806  
1807  ;  Sound
1808  ;    Name = ExplosionScudExplosive
1809  ;  End
1810  
1811    ParticleSystem
1812      Name = SupW_ParticleUplinkCannon_LaunchFlare
1813      Offset = X:0.0 Y:0.0 Z:10.0
1814    End
1815  
1816   ; ParticleSystem
1817   ;   Name = ParticleUplinkCannon_Magma
1818   ;   Offset = X:0.0 Y:0.0 Z:1.0
1819   ; End
1820  End
1821  
1822  ; ---------------------------------------------------------------------------------------
1823  ; The initial detonation of the Mammoth Tank - fiery 'arms' shoot out, and it breaks apart
1824  FXList FX_GenericTankDeathEffect
1825    ParticleSystem
1826      Name = MammothTankExplosionArms
1827    End
1828    Sound
1829      Name = Explosion
1830    End
1831  End
1832  
1833  ; -----------------------------------------------------------------------------
1834  FXList FX_CrusaderCatchFire
1835    ParticleSystem
1836      Name = TankFire
1837      Offset = X:0 Y:0 Z:10
1838    End
1839    ViewShake 
1840      Type = SUBTLE
1841    End
1842    Sound
1843      Name = ExplosionBarrel
1844    End
1845  End
1846  
1847  ; -----------------------------------------------------------------------------
1848  FXList FX_HumveeExplosionOneInitial
1849    ParticleSystem
1850      Name = HotPillarArms
1851      Offset = X:10 Y:0 Z:10
1852    End
1853    ViewShake 
1854      Type = SUBTLE
1855    End
1856    Sound
1857      Name = ExplosionBarrel
1858    End
1859  End
1860  
1861  ; -----------------------------------------------------------------------------------
1862  ; The secondary detonation of the Humvee
1863  FXList FX_HumveeExplosionOneFinal
1864    ParticleSystem
1865      Name = HumveeExplosionSmoke
1866    End
1867    ParticleSystem
1868      Name = HumveeSubExplosionSmoke 
1869      Count = 3
1870      Radius = 15 30 UNIFORM
1871      Height = 0 20 UNIFORM
1872      InitialDelay = 167 667 UNIFORM
1873    End
1874    ParticleSystem
1875      Name = HumveeExplosionDebris
1876    End
1877    ViewShake 
1878      Type = STRONG
1879    End
1880    TerrainScorch
1881      Type = RANDOM 
1882      Radius = 15
1883    End
1884    Sound
1885      Name = TankDie
1886    End 
1887  End
1888  
1889  ; -----------------------------------------------------------------------------
1890  FXList FX_HumveeDamageTransition
1891    ParticleSystem
1892      Name = HumveeTransitionExplosion1
1893      Offset = X:0 Y:0 Z:10
1894    End
1895    ViewShake 
1896      Type = SUBTLE
1897    End
1898    Sound
1899      Name = VehicleDamagedState
1900    End
1901  End
1902  
1903  ; -----------------------------------------------------------------------------
1904  FXList FX_ComancheDamageTransition
1905    ParticleSystem
1906      Name = ComancheTransitionSmoke
1907      Offset = X:0 Y:0 Z:10
1908    End
1909    ViewShake 
1910      Type = SUBTLE
1911    End
1912    Sound
1913      Name = VehicleDamagedState
1914    End
1915  End
1916  
1917  ; -----------------------------------------------------------------------------
1918  FXList FX_JetBigDamageTransition
1919    ParticleSystem
1920      Name = JetTransitionSmokeLarge
1921      Offset = X:0 Y:0 Z:10
1922      OrientToObject = Yes
1923    End
1924    ViewShake 
1925      Type = SUBTLE
1926    End
1927    Sound
1928      Name = VehicleDamagedState
1929    End
1930  End
1931  
1932  ; -----------------------------------------------------------------------------
1933  FXList FX_BattleMasterExplosionOneInitial
1934    ParticleSystem
1935      Name = HotPillarArms
1936      Offset = X:0 Y:0 Z:10
1937    End
1938    ViewShake 
1939      Type = SUBTLE
1940    End
1941    Sound
1942      Name = ExplosionBarrel
1943    End
1944  End
1945  
1946  ; -----------------------------------------------------------------------------
1947  FXList FX_GattlingExplosionOneInitial
1948    ParticleSystem
1949      Name = HotPillarArms
1950      Offset = X:0 Y:0 Z:10
1951    End
1952    ViewShake 
1953      Type = SUBTLE
1954    End
1955    Sound
1956      Name = ExplosionBarrel
1957    End
1958  End
1959  
1960  ; -----------------------------------------------------------------------------
1961  FXList FX_GattlingExplosionOneFinal
1962    ParticleSystem
1963      Name = BattleMasterTankExplosionSmoke
1964    End
1965    ParticleSystem
1966      Name = BattleMasterTankSubExplosionSmoke 
1967      Count = 3
1968      Radius = 15 30 UNIFORM
1969      Height = 0 20 UNIFORM
1970      InitialDelay = 167 667 UNIFORM
1971    End
1972    ParticleSystem
1973      Name = BattleMasterTankExplosionDebris
1974    End
1975    ParticleSystem
1976      Name = BattleMasterTankExplosionShockwave
1977    End
1978    ViewShake 
1979      Type = STRONG
1980    End
1981    TerrainScorch
1982      Type = RANDOM 
1983      Radius = 15
1984    End
1985    Sound
1986      Name = TankDie
1987    End 
1988  End
1989  
1990  ; -----------------------------------------------------------------------------
1991  FXList FX_BattleMasterExplosionOneFinal
1992    ParticleSystem
1993      Name = BattleMasterTankExplosionSmoke
1994    End
1995    ParticleSystem
1996      Name = BattleMasterTankExplosionDebris
1997    End
1998    ParticleSystem
1999      Name = BattleMasterTankExplosionShockwave
2000      Offset = X:0 Y:0 Z:2
2001    End
2002    ParticleSystem
2003      Name = BattleMasterTankExplosionLenzflare
2004      Offset = X:0 Y:0 Z:10
2005    End
2006    ViewShake 
2007      Type = STRONG
2008    End
2009    TerrainScorch
2010      Type = RANDOM 
2011      Radius = 15
2012    End
2013    Sound
2014      Name = TankDie
2015    End 
2016  End
2017  
2018  ; -----------------------------------------------------------------------------
2019  FXList FX_ScudLauncherExplosionOneFinal
2020    ParticleSystem
2021      Name = ScudLauncherExplosionSmoke
2022      OrientToObject = Yes
2023    End
2024    ParticleSystem
2025      Name = BattleMasterTankExplosionDebris
2026    End
2027    ParticleSystem
2028      Name = BattleMasterTankExplosionShockwave
2029      Offset = X:0 Y:0 Z:2
2030    End
2031    ParticleSystem
2032      Name = BattleMasterTankExplosionLenzflare
2033      Offset = X:0 Y:0 Z:10
2034    End
2035      ParticleSystem
2036      Name = ScudMissleLauncherExplosionTrailArms
2037      Offset = X:0 Y:0 Z:5
2038    End
2039    ViewShake 
2040      Type = STRONG
2041    End
2042    TerrainScorch
2043      Type = RANDOM 
2044      Radius = 15
2045    End
2046    Sound
2047      Name = TankDie
2048    End 
2049  End
2050  
2051  ; -----------------------------------------------------------------------------
2052  FXList FX_SupplyTruckExplosionOneFinal
2053    ParticleSystem
2054      Name = ScudLauncherExplosionSmoke
2055      OrientToObject = Yes
2056    End
2057    ParticleSystem
2058      Name = BattleMasterTankExplosionDebris
2059    End
2060    ParticleSystem
2061      Name = BattleMasterTankExplosionShockwave
2062      Offset = X:0 Y:0 Z:2
2063    End
2064    ParticleSystem
2065      Name = BattleMasterTankExplosionLenzflare
2066      Offset = X:0 Y:0 Z:10
2067    End
2068  ;    ParticleSystem
2069  ;    Name = ScudMissleLauncherExplosionTrailArms
2070  ;    Offset = X:0 Y:0 Z:5
2071  ;  End
2072    ViewShake 
2073      Type = STRONG
2074    End
2075    TerrainScorch
2076      Type = RANDOM 
2077      Radius = 15
2078    End
2079    Sound
2080      Name = TankDie
2081    End 
2082  End
2083  
2084  ; -----------------------------------------------------------------------------
2085  FXList FX_ToxinTruckExplosionOneFinal
2086    ParticleSystem
2087      Name = BattleMasterTankExplosionSmoke
2088    End
2089    ParticleSystem
2090      Name = BattleMasterTankExplosionDebris
2091    End
2092    ParticleSystem
2093      Name = ScudMissleExplosionTrailArms
2094      Offset = X:0 Y:0 Z:2
2095    End
2096    ParticleSystem
2097      Name = ToxicExplosionLarge
2098      Offset = X:0 Y:0 Z:5
2099    End
2100    ViewShake 
2101      Type = STRONG
2102    End
2103    TerrainScorch
2104      Type = RANDOM 
2105      Radius = 15
2106    End
2107    Sound
2108      Name = TankDie
2109    End 
2110  End
2111  
2112  ; -----------------------------------------------------------------------------
2113  FXList FX_GattlingExplosionOneFinal
2114    ParticleSystem
2115      Name = BattleMasterTankExplosionSmoke
2116    End
2117    ParticleSystem
2118      Name = BattleMasterTankExplosionDebris
2119    End
2120    ParticleSystem
2121      Name = BattleMasterTankExplosionShockwave
2122      Offset = X:0 Y:0 Z:2
2123    End
2124    ParticleSystem
2125      Name = BattleMasterTankExplosionLenzflare
2126      Offset = X:0 Y:0 Z:10
2127    End
2128    ViewShake 
2129      Type = STRONG
2130    End
2131    TerrainScorch
2132      Type = RANDOM 
2133      Radius = 15
2134    End
2135    Sound
2136      Name = TankDie
2137    End 
2138  End
2139  
2140  ; -----------------------------------------------------------------------------
2141  FXList FX_BattleMasterDamageTransition
2142    ParticleSystem
2143      Name = BattleMasterTransitionExplosion
2144      Offset = X:0 Y:0 Z:10
2145    End
2146    ParticleSystem
2147      Name = BattleMasterTransitionLenzflare
2148      Offset = X:0 Y:0 Z:1
2149    End
2150    ParticleSystem
2151      Name = BattleMasterTransitionDebris
2152      Offset = X:0 Y:0 Z:10
2153    End
2154    ViewShake 
2155      Type = SUBTLE
2156    End
2157    Sound
2158      Name = VehicleDamagedState
2159    End
2160  End
2161  
2162  ; -----------------------------------------------------------------------------
2163  FXList FX_BattleMasterDamageTransitionSmall
2164    ParticleSystem
2165      Name = BattleMasterTransitionExplosionSmall
2166      Offset = X:0 Y:0 Z:10
2167    End
2168    ParticleSystem
2169      Name = BattleMasterTransitionLenzflareSmall
2170      Offset = X:0 Y:0 Z:1
2171    End
2172    ParticleSystem
2173      Name = BattleMasterTransitionDebrisSmall
2174      Offset = X:0 Y:0 Z:10
2175    End
2176    ViewShake 
2177      Type = SUBTLE
2178    End
2179    Sound
2180      Name = VehicleDamagedState
2181    End
2182  End
2183  
2184  ; -----------------------------------------------------------------------------
2185  FXList FX_BattleDroneDamageTransitionSmall
2186    ParticleSystem
2187      Name = BattleMasterTransitionExplosionSmall
2188      Offset = X:0 Y:0 Z:10
2189    End
2190    ParticleSystem
2191      Name = BattleMasterTransitionLenzflareSmall
2192      Offset = X:0 Y:0 Z:1
2193    End
2194    ParticleSystem
2195      Name = BattleMasterTransitionDebrisSmall
2196      Offset = X:0 Y:0 Z:10
2197    End
2198    ViewShake 
2199      Type = SUBTLE
2200    End
2201  End
2202  
2203  ; -----------------------------------------------------------------------------
2204  FXList FX_ScudLauncherDamageTransition
2205    ParticleSystem
2206      Name = ScudLauncherTransitionExplosion
2207      Offset = X:0 Y:0 Z:5
2208      OrientToObject = Yes
2209    End
2210    ParticleSystem
2211      Name = ScudLauncherTransitionLenzflare
2212      Offset = X:0 Y:0 Z:1
2213      OrientToObject = Yes
2214    End
2215    ParticleSystem
2216      Name = ScudLauncherTransitionDebris
2217      Offset = X:0 Y:0 Z:10
2218      OrientToObject = Yes
2219    End
2220    ViewShake 
2221      Type = SUBTLE
2222    End
2223    Sound
2224      Name = VehicleDamagedState
2225    End
2226  End
2227  
2228  ; -----------------------------------------------------------------------------
2229  FXList FX_OverlordSmoke
2230    ParticleSystem
2231      Name = TankSmoke
2232      Offset = X:0 Y:0 Z:10
2233    End
2234    ViewShake 
2235      Type = SUBTLE
2236    End
2237    Sound
2238      Name = ExplosionBarrel
2239    End
2240  End
2241  
2242  ; -----------------------------------------------------------------------------
2243  FXList FX_OverlordExplosionOneInitial
2244    ParticleSystem
2245      Name = HotPillarArms
2246      Offset = X:0 Y:0 Z:10
2247    End
2248    ViewShake 
2249      Type = SUBTLE
2250    End
2251    Sound
2252      Name = ExplosionBarrel
2253    End
2254  End
2255  
2256  ; -----------------------------------------------------------------------------------
2257  FXList FX_OverlordExplosionOneFinal
2258    ParticleSystem
2259      Name = OverlordExplosionSmoke
2260    End
2261    ParticleSystem
2262      Name = OverlordSubExplosionSmoke 
2263      Radius = 15 30 UNIFORM
2264      Height = 0 20 UNIFORM
2265      InitialDelay = 167 667 UNIFORM
2266    End
2267    ParticleSystem
2268      Name = OverlordExplosionDebris
2269    End
2270    ParticleSystem
2271      Name = OverlordExplosionLenzflare
2272      Offset = X:0.0 Y:0.0 Z:10.0
2273    End
2274    ParticleSystem
2275      Name = OverlordExplosionShockwave
2276    End
2277    ViewShake 
2278      Type = STRONG
2279    End
2280    TerrainScorch
2281      Type = RANDOM 
2282      Radius = 15
2283    End
2284    Sound
2285      Name = TankDie
2286    End 
2287  End
2288  
2289  ; -----------------------------------------------------------------------------
2290  FXList FX_OverlordDamageTransition
2291    ParticleSystem
2292      Name = OverlordTransitionExplosion
2293      Offset = X:0 Y:0 Z:10
2294    End
2295    ParticleSystem
2296      Name = OverlordTransitionDebris
2297      Offset = X:0 Y:0 Z:10
2298    End
2299    ParticleSystem
2300      Name = OverlordTransitionLenzflare
2301      Offset = X:0 Y:0 Z:1
2302    End
2303    ViewShake 
2304      Type = SUBTLE
2305    End
2306    Sound
2307      Name = VehicleDamagedState
2308    End
2309  End
2310  
2311  ; -----------------------------------------------------------------------------
2312  FXList FX_NukeCannonDamageTransition
2313    ParticleSystem
2314      Name = NukeCannonTransitionExplosion
2315      Offset = X:0 Y:0 Z:10
2316    End
2317    ParticleSystem
2318      Name = NukeCannonTransitionDebris
2319      Offset = X:0 Y:0 Z:10
2320    End
2321    ParticleSystem
2322      Name = NukeCannonTransitionLenzflare
2323      Offset = X:0 Y:0 Z:1
2324    End
2325    ViewShake 
2326      Type = SUBTLE
2327    End
2328    Sound
2329      Name = VehicleDamagedState
2330    End
2331  End
2332  
2333  ; -----------------------------------------------------------------------------
2334  FXList FX_DragonDamageTransition
2335    ParticleSystem
2336      Name = DragonTransitionExplosion
2337      Offset = X:0 Y:0 Z:10
2338    End
2339    ParticleSystem
2340      Name = DragonTransitionDebris
2341      Offset = X:0 Y:0 Z:10
2342    End
2343    ParticleSystem
2344      Name = DragonTransitionLenzflare
2345      Offset = X:0 Y:0 Z:1
2346    End
2347    ViewShake 
2348      Type = SUBTLE
2349    End
2350    Sound
2351      Name = VehicleDamagedState
2352    End
2353  End
2354  
2355  ; -----------------------------------------------------------------------------
2356  FXList FX_CrusaderDamageTransition
2357    ParticleSystem
2358      Name = DragonTransitionExplosion1
2359      Offset = X:0 Y:0 Z:0
2360    End
2361    ViewShake 
2362      Type = SUBTLE
2363    End
2364    Sound
2365      Name = VehicleDamagedState
2366    End
2367  End
2368  
2369  ; -----------------------------------------------------------------------------
2370  FXList FX_MIGDamageTransition
2371    ParticleSystem
2372      Name = MIGTransitionSmoke
2373      Offset = X:0 Y:0 Z:0
2374      OrientToObject = Yes
2375    End
2376    ViewShake 
2377      Type = SUBTLE
2378    End
2379    Sound
2380      Name = VehicleDamagedState
2381    End
2382  End
2383  
2384  ; -----------------------------------------------------------------------------
2385  FXList FX_DragonNapalmSpill
2386    ParticleSystem
2387      Name = NapalmSpill01
2388      Offset = X:0 Y:0 Z:10
2389  ;    AttachToObject = YES
2390    End
2391    ParticleSystem
2392      Name = NapalmSpill02
2393  ;    AttachToObject = YES
2394      Offset = X:0 Y:0 Z:10
2395    End
2396    Sound
2397      Name = FireHydrantBreak
2398    End
2399  End
2400  
2401  ; -----------------------------------------------------------------------------------
2402  ; The secondary detonation of the Dragon Tank - multiple explosions, dirt, shockwave
2403  FXList FX_DragonTankDeathExplosionFinal
2404    ParticleSystem
2405      Name = OverlordExplosionSmoke
2406    End
2407    ParticleSystem
2408      Name = OverlordSubExplosionSmoke 
2409      Radius = 15 30 UNIFORM
2410      Height = 0 20 UNIFORM
2411      InitialDelay = 167 667 UNIFORM
2412    End
2413    ParticleSystem
2414      Name = FirestormSmall
2415    End
2416    ParticleSystem
2417      Name = FirestormRingSmall
2418      OrientToObject = Yes
2419      Offset = X:0 Y:0 Z:1
2420    End
2421    ViewShake 
2422      Type = SUBTLE
2423    End
2424    TerrainScorch
2425      Type = RANDOM 
2426      Radius = 15
2427    End
2428    Sound
2429      Name = TankDie
2430    End 
2431  End
2432  
2433  ; -----------------------------------------------------------------------------
2434  FXList FX_QuadCannonCatchFire
2435    ParticleSystem 
2436      Name = TankFire
2437      Offset = X:0 Y:0 Z:10
2438    End
2439    ViewShake 
2440      Type = SUBTLE
2441    End
2442    Sound
2443      Name = QuadCannonCatchFire
2444    End
2445  End
2446  
2447  ; ----------------------------------------------
2448  FXList FX_FireHydrantExplode
2449    Sound
2450      Name = FireHydrantBreak
2451    End
2452  End
2453  
2454  ; ----------------------------------------------
2455  ; The death of a small structure
2456  FXList FX_SmallStructureDeath
2457    ; firey "heart" of the explosion
2458    ParticleSystem
2459      Name = MammothTankSubExplosionSmoke 
2460    End
2461    ParticleSystem
2462      Name = MammothTankSubExplosionSmoke 
2463      Radius = 15 30 UNIFORM
2464      Height = 15 30 UNIFORM
2465      InitialDelay = 200 300 UNIFORM
2466    End
2467  
2468    ; grey "dusty" clouds
2469    ParticleSystem
2470      Name = StructureExplosionSmoke
2471      Count = 1
2472      ;Radius = 10 20 UNIFORM
2473      Height = 0 0 UNIFORM
2474      InitialDelay = 0 200 UNIFORM
2475    End
2476    ParticleSystem
2477      Name = StructureSubExplosionSmoke 
2478      Count = 5
2479      Radius = 15 30 UNIFORM
2480      Height = 0 30 UNIFORM
2481      InitialDelay = 167 1000 UNIFORM
2482    End
2483  
2484    ParticleSystem
2485      Name = StructureExplosionDebris
2486    End
2487    ParticleSystem
2488      Name = SmallStructureExplosionShockwave
2489    End
2490    ViewShake 
2491      Type = STRONG
2492    End
2493    Sound
2494      Name = BuildingDie
2495    End
2496  End
2497  
2498  ; ----------------------------------------------
2499  ; The death of a large structure
2500  FXList FX_LargeStructureDeath
2501  
2502    Sound
2503      Name = BuildingDie
2504    End
2505  
2506    ; firey "heart" of the explosion
2507    ParticleSystem
2508      Name = MammothTankSubExplosionSmoke
2509      Count = 2
2510      Radius = 20 30 UNIFORM
2511      Height = 0 20 UNIFORM
2512      InitialDelay = 0 200 UNIFORM
2513    End
2514  
2515    ; grey "dusty" clouds
2516    ParticleSystem
2517      Name = StructureExplosionSmoke
2518      Count = 3 ; 4
2519      Radius = 10 40 UNIFORM
2520      Height = 0 20 UNIFORM
2521      InitialDelay = 0 200 UNIFORM
2522    End
2523    ParticleSystem
2524      Name = StructureSubExplosionSmoke 
2525      Count = 5
2526      Radius = 15 50 UNIFORM
2527      Height = 0 40 UNIFORM
2528      InitialDelay = 167 1000 UNIFORM
2529    End
2530    ParticleSystem
2531      Name = StructureExplosionDebris
2532    End
2533    ParticleSystem
2534      Name = LargeStructureExplosionShockwave
2535    End
2536  
2537    ViewShake 
2538      Type = STRONG
2539    End
2540  
2541  End
2542  
2543  ; -----------------------------------------------------------------------------
2544  ; The death of a command center
2545  ; -----------------------------------------------------------------------------
2546  FXList FX_CommandCenterDeath
2547    ; firey "heart" of the explosion
2548    ParticleSystem
2549      Name = MammothTankSubExplosionSmoke
2550      Count = 2
2551      Radius = 20 30 UNIFORM
2552      Height = 0 20 UNIFORM
2553      InitialDelay = 0 200 UNIFORM
2554    End
2555  
2556    ; grey "dusty" clouds
2557    ParticleSystem
2558      Name = StructureExplosionSmoke
2559      Count = 3 ; 4
2560      Radius = 10 40 UNIFORM
2561      Height = 0 20 UNIFORM
2562      InitialDelay = 0 200 UNIFORM
2563    End
2564    ParticleSystem
2565      Name = StructureSubExplosionSmoke 
2566      Count = 5
2567      Radius = 15 50 UNIFORM
2568      Height = 0 40 UNIFORM
2569      InitialDelay = 167 1000 UNIFORM
2570    End
2571    ParticleSystem
2572      Name = StructureExplosionDebris
2573    End
2574    ParticleSystem
2575      Name = LargeStructureExplosionShockwave
2576    End
2577    ViewShake 
2578      Type = STRONG
2579    End
2580  End
2581  
2582  ; -----------------------------------------------------------------------------
2583  ; The start of a Asian TV Station death
2584  ; -----------------------------------------------------------------------------
2585  FXList FX_AsianTVStationDeath
2586  
2587    ; firey heard explosion at repair bay
2588    ParticleSystem
2589      Name = SubExplosionSmoke01
2590      Offset = X:-30 Y:15: Z:10
2591      Count = 2
2592      Radius = 1 8 UNIFORM
2593      Height = 1 8 UNIFORM
2594      InitialDelay = 100 200 UNIFORM
2595    End
2596  
2597    ; firey heard explosion at repair bay
2598    ParticleSystem
2599      Name = SubExplosionSmoke01
2600      Offset = X:30 Y:15: Z:10
2601      Count = 2
2602      Radius = 1 8 UNIFORM
2603      Height = 1 8 UNIFORM
2604      InitialDelay = 100 200 UNIFORM
2605    End
2606  
2607    ; firey heard explosion at repair bay
2608    ParticleSystem
2609      Name = SubExplosionSmoke01
2610      Offset = X:30 Y:-15: Z:10
2611      Count = 2
2612      Radius = 1 8 UNIFORM
2613      Height = 1 8 UNIFORM
2614      InitialDelay = 100 200 UNIFORM
2615    End
2616  
2617    ; firey heard explosion at repair bay
2618    ParticleSystem
2619      Name = SubExplosionSmoke01
2620      Offset = X:-30 Y:-15: Z:10
2621      Count = 2
2622      Radius = 1 8 UNIFORM
2623      Height = 1 8 UNIFORM
2624      InitialDelay = 100 200 UNIFORM
2625    End
2626  
2627  End
2628  
2629  ; -----------------------------------------------------------------------------
2630  ; The start of a war factory death
2631  ; -----------------------------------------------------------------------------
2632  FXList FX_AmericaWarFactoryDeathStart
2633  
2634    ; shake the screen a bit
2635    ViewShake 
2636      Type = NORMAL
2637    End
2638  
2639  End
2640  
2641  ; -----------------------------------------------------------------------------
2642  ; The final death of a war factory
2643  ; -----------------------------------------------------------------------------
2644  FXList FX_AmericaWarFactoryDeathFinal
2645  
2646    ; square shockwave around base of structure
2647    ParticleSystem
2648      Name = LargeSquareShockwave
2649      OrientToObject = Yes
2650    End
2651  
2652    ; firey heard explosion at above entrance arc
2653    ParticleSystem
2654      Name = SubExplosionSmoke01
2655      Offset = X:30 Y:-30: Z:10
2656      Count = 1
2657      Radius = 1 8 UNIFORM
2658      Height = 1 8 UNIFORM
2659      InitialDelay = 200 400 UNIFORM
2660    End
2661  
2662    ; grey "dusty" clouds
2663    ParticleSystem
2664      Name = StructureExplosionSmoke
2665      Offset = X:0 Y:0 Z:10
2666      Count = 3
2667      Radius = 10 40 UNIFORM
2668      Height = 0 20 UNIFORM
2669      InitialDelay = 0 200 UNIFORM
2670    End
2671    
2672    ; lighter than dusty clouds support smoke puffs
2673    ParticleSystem
2674      Name = StructureSubExplosionSmoke 
2675      Count = 5
2676      Radius = 15 50 UNIFORM
2677      Height = 0 40 UNIFORM
2678      InitialDelay = 267 1000 UNIFORM
2679    End 
2680  
2681    ; shake the screen
2682    ViewShake 
2683      Type = STRONG
2684    End
2685    
2686    ; play a sound
2687    Sound
2688      Name = BuildingDie
2689    End
2690    
2691  End
2692  
2693  ; -----------------------------------------------------------------------------
2694  ; The opening of the ChinaNuclearMissileLauncher door
2695  ; -----------------------------------------------------------------------------
2696  FXList ChinaNuclearMissileLauncherDoorOpen
2697    Sound
2698      Name = BuildingNeutronMissileOpen
2699    End
2700  End
2701  
2702  ; -----------------------------------------------------------------------------
2703  ; The launching of the ChinaNuclearMissileLauncher missile
2704  ; -----------------------------------------------------------------------------
2705  FXList ChinaNuclearMissileLauncherLaunch
2706    Sound
2707      Name = BuildingNeutronMissileLaunch
2708    End
2709  End
2710  
2711  ; ----------------------------------------------
2712  FXList FX_ABPowerPlantExplode
2713    ParticleSystem
2714      Name = MammothTankExplosionSmoke
2715    End
2716  End
2717  
2718  ; ----------------------------------------------
2719  FXList FX_ABStingerSiteExplode
2720    ParticleSystem
2721      Name = MammothTankExplosionSmoke
2722    End
2723    ParticleSystem
2724      Name = SmallStructureExplosionShockwave
2725    End
2726  End
2727  
2728  ; ----------------------------------------------
2729  FXList FX_ABTunnelNetworkExplode
2730    ParticleSystem
2731      Name = MammothTankExplosionSmoke
2732    End
2733    ParticleSystem
2734      Name = SmallStructureExplosionShockwave
2735    End
2736    ParticleSystem
2737      Name = StructureExplosionSmallDebris
2738    End
2739  End
2740  
2741  ; ----------------------------------------------
2742  FXList FX_TankerTruckExplode
2743    Sound
2744      Name = CarDie
2745    End
2746    ParticleSystem
2747      Name = SootySmokeColumn
2748      Offset = X:20 Y:0 Z:0
2749    End
2750    ParticleSystem
2751      Name = MammothTankExplosionSmoke
2752    End
2753    ParticleSystem
2754      Name = BarrelExplosionDebris
2755      Count = 3
2756      Radius = 0 10 UNIFORM
2757      InitialDelay = 167 1000 UNIFORM
2758    End
2759    ParticleSystem
2760      Name = MammothTankSubExplosionSmoke 
2761      Count = 10
2762      Radius = 15 30 UNIFORM
2763      Height = 0 20 UNIFORM
2764      InitialDelay = 167 3000 UNIFORM
2765    End
2766    ParticleSystem
2767      Name = TankerTruckExplosionShockwave
2768    End
2769    Sound
2770      Name = GasStationDie
2771    End
2772    ViewShake 
2773      Type = STRONG
2774    End
2775  End
2776  
2777  ; ----------------------------------------------
2778  FXList FX_CarWallSmoke
2779    ParticleSystem
2780      Name = HumveeSubExplosionSmoke
2781      OrientToObject = Yes
2782    End
2783  End
2784  
2785  ; ----------------------------------------------
2786  FXList FX_CarWallSpark
2787    ParticleSystem
2788      Name = FlatSparkSprayLineBurst
2789      Offset = X:0 Y:0 Z:10
2790      OrientToObject = Yes
2791    End
2792  End
2793  
2794  ; ----------------------------------------------
2795  FXList FX_BigRigExplode
2796    Sound
2797      Name = GasStationDie
2798    End
2799    ParticleSystem
2800      Name = MammothTankExplosionSmoke
2801    End
2802    ParticleSystem
2803      Name = MammothTankExplosionShockwave
2804    End
2805  End
2806  
2807  ; ----------------------------------------------
2808  FXList FX_CarCrush
2809    Sound
2810      Name = CarCrush
2811    End
2812    ParticleSystem
2813      Name = CarCrushSmoke
2814    End
2815    ParticleSystem
2816      Name = CarCrushDebris
2817    End
2818  End
2819  
2820  ; ----------------------------------------------
2821  FXList FX_PropCrush
2822    Sound
2823      Name = CarCrush
2824    End
2825    ParticleSystem
2826      Name = PuffLarge
2827    End
2828    ParticleSystem
2829      Name = CarCrushDebris
2830    End
2831  End
2832  
2833  ; ----------------------------------------------
2834  FXList FX_PropExplode
2835    ;Sound
2836    ;  Name = CarCrush
2837    ;End
2838    ParticleSystem
2839      Name = PuffLarge
2840    End
2841    ParticleSystem
2842      Name = CarCrushDebris
2843    End
2844  End
2845  
2846  ; ----------------------------------------------
2847  FXList FX_GenericCarExplode
2848    Sound
2849      Name = CarDie
2850    End
2851    ParticleSystem
2852      Name = Explosion
2853    End
2854    ParticleSystem
2855      Name = ExplosionSmoke
2856    End
2857  End
2858  
2859  ; ----------------------------------------------
2860  FXList FX_TerroristExplode
2861    Sound
2862      Name = TerroristSuicides
2863    End
2864    ParticleSystem
2865      Name = Explosion
2866    End
2867    ParticleSystem
2868      Name = ExplosionSmoke
2869    End
2870  End
2871  
2872  ; ----------------------------------------------
2873  FXList FX_LimoExplode
2874    Sound
2875      Name = CarDie
2876    End
2877    ParticleSystem
2878      Name = LimoExplosion
2879    End
2880    ParticleSystem
2881      Name = LimoExplosionArms
2882      Offset = X:12 Y:0 Z:0
2883    End
2884    ParticleSystem
2885      Name = LimoExplosionArms
2886      Offset = X:-12 Y:0 Z:0
2887    End
2888    ParticleSystem
2889      Name = LimoExplosionSmoke
2890    End
2891    Sound
2892      Name = Explosion
2893    End
2894  End
2895  
2896  ; ----------------------------------------------
2897  FXList FX_LimoDamageTransition
2898    Sound
2899      Name = CarDie
2900    End
2901    ParticleSystem
2902      Name = LimoTransitionExplosion
2903    End
2904    Sound
2905      Name = VehicleDamagedState
2906    End
2907  End
2908  
2909  ; ----------------------------------------------
2910  FXList FX_PoliceCarExplode
2911    Sound
2912      Name = CarDie
2913    End
2914    Sound
2915      Name = PoliceCarDie
2916    End
2917    ParticleSystem
2918      Name = Explosion
2919    End
2920    ParticleSystem
2921      Name = ExplosionSmoke
2922    End
2923  End
2924  
2925  ; ----------------------------------------------
2926  FXList FX_StoneWallTopple
2927    ; @todo srj need better everything
2928    Sound
2929      Name = WallStoneDie
2930    End
2931  End
2932  
2933  ; ----------------------------------------------
2934  FXList FX_ConcreteWallTopple
2935    Sound
2936      Name = WallStoneDie
2937    End
2938  End
2939  
2940  ; ----------------------------------------------
2941  FXList FX_BrickWallTopple
2942    ; @todo srj need better everything
2943    Sound
2944      Name = WallStoneDie
2945    End
2946  End
2947  
2948  ; ----------------------------------------------
2949  FXList FX_WoodWallTopple
2950    ; @todo srj need better everything
2951    Sound
2952      Name = WallWoodDie
2953    End
2954  End
2955  
2956  ; ----------------------------------------------
2957  FXList FX_SandWallTopple
2958    ; @todo srj need better everything
2959    Sound
2960      Name = WallSandDie
2961    End
2962  End
2963  
2964  ; ----------------------------------------------
2965  FXList FX_SandbagPileGoesPoof
2966    ParticleSystem
2967      Name = PuffSmall
2968    End
2969    Sound
2970      Name = WallSandDie
2971    End
2972  End
2973  
2974  ; ----------------------------------------------
2975  FXList FX_GenericWallSegmentDeath
2976    ; @todo srj need better everything
2977    ParticleSystem
2978      Name = PuffSmall
2979    End
2980    ParticleSystem
2981      Name = StructureExplosionDebris
2982    End
2983    Sound
2984      Name = WallStoneDie
2985    End
2986  End
2987  
2988  ; ----------------------------------------------
2989  FXList FX_ToppleTree
2990    Sound
2991      Name = CrushTree
2992    End
2993  End
2994  
2995  ; ----------------------------------------------
2996  FXList FX_ToppleStreetSign
2997    Sound
2998      Name = StreetSignImpact
2999    End
3000  End
3001  
3002  ; ----------------------------------------------
3003  FXList FX_ToppleLampPost
3004    Sound
3005      Name = LampPostShear
3006    End
3007  End
3008  
3009  ; ----------------------------------------------
3010  FXList FX_TreeBounce
3011    Sound
3012      Name = TreeBounce
3013    End
3014    ParticleSystem
3015      Name = TreeBounceDust
3016      Offset = X:0 Y:0 Z:25
3017    End
3018  End
3019  
3020  ; ----------------------------------------------
3021  FXList FX_OptTreeBounce
3022    Sound
3023      Name = TreeBounce
3024    End
3025    ParticleSystem
3026      Name = TreeBounceDust
3027      Offset = X:0 Y:0 Z:0
3028    End
3029  End
3030  
3031  ; ----------------------------------------------
3032  FXList FX_LampPostBounce
3033    Sound
3034      Name = LampPostBounce
3035    End
3036  End
3037  
3038  ; ----------------------------------------------
3039  FXList FX_ChainLinkFenceTopple
3040    Sound
3041      Name = WallMetalDie
3042    End
3043  End
3044  
3045  
3046  ; ----------------------------------------------
3047  FXList FX_ChainLinkFenceBounce
3048    Sound
3049      Name = LampPostBounce
3050    End
3051    ParticleSystem
3052      Name = TreeBounceDust
3053      Offset = X:0 Y:0 Z:25
3054    End
3055  End
3056  
3057  ; -----------------------------------------------------------------------------------
3058  ; An explosive barrel
3059  FXList FX_BarrelDeathExplosion
3060    ParticleSystem
3061      Name = BarrelExplosion
3062    End
3063    ParticleSystem
3064      Name = BarrelExplosionShockwave
3065    End
3066    ParticleSystem
3067      Name = BarrelExplosionDebris
3068    End
3069    ViewShake 
3070      Type = SUBTLE
3071    End
3072    Sound
3073      Name = ExplosionBarrel
3074    End
3075  End
3076  
3077  ; -----------------------------------------------------------------------------------
3078  FXList CINE_WeaponFX_CruiseMissile
3079    ParticleSystem
3080      Name = StructureTransitionMediumExplosion
3081    End
3082    ParticleSystem
3083      Name = StructureTransitionMediumFlare
3084    End
3085    ParticleSystem
3086      Name = StructureTransitionMediumShockwave
3087    End
3088    ParticleSystem
3089      Name = StructureTransitionMediumSmoke
3090    End
3091    ViewShake 
3092      Type = SEVERE
3093    End
3094    Sound
3095      Name = CINE_ExplosionBarrel01
3096    End
3097  End
3098  
3099  ; -----------------------------------------------------------------------------------
3100  ; A cinematic explosive barrel used in GLA05 for the bridge explosion
3101  FXList FX_CINE_BarrelDeathExplosion01
3102    ParticleSystem
3103      Name = BarrelExplosion
3104    End
3105    ParticleSystem
3106      Name = BarrelExplosionShockwave
3107    End
3108    ParticleSystem
3109      Name = BarrelExplosionDebris
3110    End
3111    ViewShake 
3112      Type = SUBTLE
3113    End
3114    Sound
3115      Name = CINE_ExplosionBarrel01
3116    End
3117  End
3118  
3119  
3120  ; -----------------------------------------------------------------------------------
3121  ; A cinematic explosive barrel used in GLA05 for the bridge explosion
3122  FXList FX_CINE_BarrelDeathExplosion02
3123    ParticleSystem
3124      Name = BarrelExplosion
3125    End
3126    ParticleSystem
3127      Name = BarrelExplosionShockwave
3128    End
3129    ParticleSystem
3130      Name = BarrelExplosionDebris
3131    End
3132    ViewShake 
3133      Type = SUBTLE
3134    End
3135    Sound
3136      Name = CINE_ExplosionBarrel02
3137    End
3138  End
3139  
3140  ; -----------------------------------------------------------------------------------
3141  FXList FX_PatriotMissileIgnition
3142    Sound
3143      Name = NoSound
3144    End
3145    ParticleSystem
3146      Name = PatriotMissileIgnitionCloud
3147      OrientToObject = Yes
3148    End 
3149  
3150  End 
3151      
3152  
3153  ; -----------------------------------------------------------------------------------
3154  FXList WeaponFX_PatriotMissileDetonation
3155    Sound
3156      Name = NoSound
3157    End
3158    ParticleSystem
3159      Name = PatriotMissileDetonationExplosion
3160      OrientToObject = Yes
3161    End 
3162  
3163  End 
3164  ; -----------------------------------------------------------------------------------
3165  FXList FX_NeutronMissileLaunch
3166    ParticleSystem
3167      Name = NeutronMissleLaunch 
3168    End 
3169  End
3170  
3171  ; -----------------------------------------------------------------------------------
3172  FXList FX_NeutronMissileIgnition
3173    Sound
3174      Name = NoSound
3175    End
3176  End
3177  
3178  ; -----------------------------------------------------------------------------------
3179  FXList FX_NapalmMissileIgnition
3180    Sound
3181      Name = NoSound
3182    End
3183  End
3184  
3185  ; -----------------------------------------------------------------------------------
3186  FXList FX_JetMissileIgnition
3187    Sound
3188      Name = AuroraJetMissileWeapon
3189    End
3190  End
3191  
3192  ; -----------------------------------------------------------------------------------
3193  FXList FX_A10ThunderboltMissileIgnition
3194    Sound
3195      Name = A10ThunderboltMissileWeaponSound
3196    End
3197  End
3198  
3199  
3200  ; -----------------------------------------------------------------------------------
3201  FXList FX_StingerMissileIgnition
3202    ;Note: No sound here, as we are already playing one in the 
3203    ;weapon definition
3204    ;Sound
3205    ;  Name = StingerMissileWeapon
3206    ;End
3207    ParticleSystem
3208      Name = StingerMissileBackblast
3209      OrientToObject = Yes    
3210    End
3211  End
3212  
3213  ; -----------------------------------------------------------------------------------
3214  FXList FX_BuggyMissileIgnition
3215    ParticleSystem
3216      Name = MissileBackblast
3217      OrientToObject = Yes    
3218    End
3219    ParticleSystem
3220      Name = MissileBackblastClouds
3221      OrientToObject = Yes    
3222    End
3223  End
3224  
3225  ; -----------------------------------------------------------------------------------
3226  FXList FX_MissileDefenderMissileIgnition
3227    ParticleSystem
3228      Name = MissileDefenderMissileBackblast
3229      OrientToObject = Yes    
3230    End
3231  End
3232  
3233  ; -----------------------------------------------------------------------------------
3234  FXList FX_InfantryStingerMissileIgnition
3235    ParticleSystem
3236      Name = InfantryStingerMissileBackblast
3237      OrientToObject = Yes    
3238    End
3239  End
3240  
3241  
3242  ; -----------------------------------------------------------------------------------
3243  FXList FX_HumveeMissileIgnition
3244    ParticleSystem
3245      Name = TowMissileBackblast
3246      Offset = X:-15 Y:0 Z:0
3247      OrientToObject = Yes    
3248    End
3249  End
3250  
3251  ; ----------------------------------------------
3252  FXList FX_StructureDamaged
3253    Sound
3254      Name = BuildingImpactHeavy
3255    End
3256    ViewShake 
3257      Type = NORMAL
3258    End
3259    ParticleSystem
3260      Name = StructureDamagedFlash
3261    End
3262    ParticleSystem
3263      Name = StructureDamagedSmoke
3264    End
3265    ParticleSystem
3266      Name = StructureDamagedDebris
3267    End
3268  End
3269  
3270  ; ----------------------------------------------
3271  FXList FX_StructureDamagedNoShake
3272    Sound
3273      Name = BuildingDamage
3274    End
3275    ParticleSystem
3276      Name = StructureDamagedFlash
3277    End
3278    ParticleSystem
3279      Name = StructureDamagedSmoke
3280    End
3281    ParticleSystem
3282      Name = StructureDamagedDebris
3283    End
3284  End
3285  
3286  ; ----------------------------------------------
3287  FXList FX_StructureDamagedFlameNoShake
3288    Sound
3289      Name = NoSound
3290    End
3291    ParticleSystem
3292      Name = StructureDamagedFlash
3293    End
3294    ParticleSystem
3295      Name = StructureDamagedSmoke
3296    End
3297    ParticleSystem
3298      Name = StructureDamagedDebris
3299    End
3300  End
3301  
3302  ; ----------------------------------------------
3303  FXList WeaponFX_ComancheAntiTankMissileDetonation
3304    Sound
3305      Name = ExplosionRocketBuggyMissile
3306    End
3307    ParticleSystem
3308      Name = BuggyMissileExplosion
3309    End
3310    ParticleSystem
3311      Name = BuggyMissileExplosionSmoke
3312    End
3313  End
3314  
3315  ; ----------------------------------------------
3316  FXList WeaponFX_ComancheRocketPodRocketDetonation
3317    Sound
3318      Name = ExplosionRocketBuggyMissile
3319    End
3320    ParticleSystem
3321      Name = BuggyMissileExplosion
3322    End
3323    ParticleSystem
3324      Name = BuggyMissileExplosionSmoke
3325    End
3326  End
3327  
3328  ; ----------------------------------------------
3329  FXList WeaponFX_RocketBuggyMissileDetonation
3330    Sound
3331      Name = ExplosionRocketBuggyMissile
3332    End
3333    ParticleSystem
3334      Name = BuggyMissileExplosion
3335    End
3336    ParticleSystem
3337      Name = BuggyMissileExplosionSmoke
3338    End
3339    ParticleSystem
3340      Name = BuggyMissileExplosionLenzflare
3341    End
3342  End
3343  
3344  ;----------------------------------------------
3345  FXList WeaponFX_EMPRocketDetonation
3346  
3347    ParticleSystem 
3348      Name = EMPPatriotLensFlare
3349    End
3350    ParticleSystem 
3351      Name = EMPPatriotLensFlare2
3352      Offset = X:0.0 Y:0.0 Z:2.0
3353    End
3354    ParticleSystem 
3355      Name = EMPPatriotRing
3356    End
3357    Sound
3358      Name = ExplosionPatriotEMP
3359    End
3360  End
3361  
3362  ; ----------------------------------------------
3363  FXList WeaponFX_SCUDMissileDetonationAnthrax
3364    ViewShake 
3365      Type = SEVERE
3366    End
3367  
3368    Sound
3369      Name = ExplosionScudExplosive
3370    End
3371  
3372    ParticleSystem
3373      Name = ScudMissleLauncherAnthraxExplosionArms
3374      Offset = X:0.0 Y:0.0 Z:2.0
3375    End
3376  
3377    ParticleSystem
3378      Name = ScudMissleLauncherAnthraxLenzFlare
3379      Offset = X:0.0 Y:0.0 Z:5.0
3380    End
3381  
3382    ParticleSystem
3383      Name = ScudMissleLauncherAnthraxExplosionTrailArms
3384      Offset = X:0.0 Y:0.0 Z:15.0
3385    End
3386  
3387  End
3388  
3389  ; ----------------------------------------------
3390  FXList WeaponFX_SCUDMissileDetonationToxin
3391    ViewShake 
3392      Type = SEVERE
3393    End
3394  
3395    Sound
3396      Name = ExplosionScudExplosive
3397    End
3398  
3399    ParticleSystem
3400      Name = ScudMissleLauncherToxinExplosionArms
3401      Offset = X:0.0 Y:0.0 Z:2.0
3402    End
3403  
3404    ParticleSystem
3405      Name = ScudMissleLauncherToxinLenzFlare
3406      Offset = X:0.0 Y:0.0 Z:5.0
3407    End
3408  
3409    ParticleSystem
3410      Name = ScudMissleLauncherToxinExplosionTrailArms
3411      Offset = X:0.0 Y:0.0 Z:15.0
3412    End
3413  
3414  End
3415  
3416  ; ----------------------------------------------
3417  FXList WeaponFX_TomahawkMissileDetonation
3418    Sound
3419      Name = ExplosionRocketBuggyMissile
3420    End
3421    ParticleSystem
3422      Name = BuggyMissileExplosion
3423    End
3424    ParticleSystem
3425      Name = BuggyMissileExplosionSmoke
3426    End
3427  End
3428  
3429  
3430  ; ----------------------------------------------
3431  FXList WeaponFX_HumveeMissileDetonation
3432    Sound
3433      Name = ExplosionRocketBuggyMissile
3434    End
3435    ParticleSystem
3436      Name = BuggyMissileExplosion
3437    End
3438    ParticleSystem
3439      Name = BuggyMissileExplosionSmoke
3440    End
3441  ;  ParticleSystem
3442  ;    Name = BuggyMissileDebris
3443  ;  End
3444  End
3445  
3446  ; ----------------------------------------------
3447  FXList WeaponFX_DragonTankMissileDetonation
3448    ParticleSystem 
3449      Name = FlamethrowerTarget
3450      OrientToObject = Yes
3451    End
3452    ParticleSystem 
3453      Name = FlameThrowerSpray
3454      OrientToObject = Yes
3455    End
3456  End
3457  
3458  ; ----------------------------------------------
3459  FXList WeaponFX_DragonTankMissileDetonationUpgraded
3460    ParticleSystem 
3461      Name = FlamethrowerTargetUpgraded
3462      OrientToObject = Yes
3463    End
3464    ParticleSystem 
3465      Name = FlameThrowerSprayUpgraded
3466      OrientToObject = Yes
3467    End
3468  End
3469  
3470  ; ----------------------------------------------
3471  FXList FX_RaptorMidAirCrashingExplosion
3472    ParticleSystem
3473      Name = BuggyMissileExplosion
3474    End
3475    ParticleSystem
3476      Name = BuggyMissileExplosionSmoke
3477    End
3478    ParticleSystem
3479      Name = BuggyMissileDebris
3480    End
3481  End
3482  
3483  ; ----------------------------------------------
3484  FXList FX_RaptorCrashExplosion
3485    ParticleSystem
3486      Name = LargeStructureExplosionShockwave
3487    End
3488    ParticleSystem
3489      Name = ExplosionLarge01
3490    End
3491    ParticleSystem
3492      Name = HotPillarArms
3493    End
3494    ViewShake 
3495      Type = NORMAL
3496    End
3497    TerrainScorch
3498      Type = RANDOM 
3499      Radius = 50
3500    End
3501  End
3502  
3503  
3504  ; ----------------------------------------------
3505  FXList WeaponFX_ToxinTruckMissileDetonation
3506    ParticleSystem 
3507      Name = ToxinTarget
3508      OrientToObject = Yes
3509    End
3510    ParticleSystem 
3511      Name = ToxinPuddle
3512      CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
3513    End
3514  End
3515  ; ----------------------------------------------
3516  FXList WeaponFX_ToxinTruckMissileDetonationUpgraded
3517    ParticleSystem 
3518      Name = AnthraxTarget
3519      OrientToObject = Yes
3520    End
3521    ParticleSystem 
3522      Name = AnthraxPuddle
3523      CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
3524    End
3525  End
3526  
3527  
3528  ; ----------------------------------------------
3529  FXList WeaponFX_CleanupToxinDetonation
3530    ParticleSystem 
3531      Name = CleanupTarget
3532      OrientToObject = Yes
3533    End
3534    ParticleSystem 
3535      Name = CleanupPuddle
3536      CreateAtGroundHeight = Yes ; This flag overrides given height offsets
3537    End
3538  End
3539  
3540  ; ----------------------------------------------
3541  FXList WeaponFX_ToxinTruckSprayNozzle
3542    ParticleSystem 
3543      Name = ToxinSpray
3544      OrientToObject = Yes
3545    End
3546    ParticleSystem 
3547      Name = ToxinPuddle
3548      CreateAtGroundHeight = Yes 
3549    End
3550  End
3551  
3552  ; ----------------------------------------------
3553  FXList WeaponFX_ToxinTruckSprayGround
3554    ParticleSystem 
3555      Name = ToxinPuddleLarge
3556      CreateAtGroundHeight = Yes
3557      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
3558    End
3559  End
3560  
3561  ; ----------------------------------------------
3562  FXList WeaponFX_ToxinTruckSprayNozzleUpgraded
3563    ParticleSystem 
3564      Name = AnthraxSpray
3565      OrientToObject = Yes
3566    End
3567    ParticleSystem 
3568      Name = AnthraxPuddle
3569      CreateAtGroundHeight = Yes 
3570    End
3571  End
3572  
3573  ; ----------------------------------------------
3574  FXList WeaponFX_ToxinTruckSprayGroundUpgraded
3575    ParticleSystem 
3576      Name = AnthraxPuddleLarge
3577      CreateAtGroundHeight = Yes
3578      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
3579    End
3580  End
3581  
3582  ; ----------------------------------------------
3583  FXList WeaponFX_StingerMissileDetonation
3584    Sound
3585      Name = ExplosionRocketBuggyMissile
3586    End
3587    ParticleSystem
3588      Name = BuggyMissileExplosion
3589    End
3590    ParticleSystem
3591      Name = BuggyMissileExplosionSmoke
3592    End
3593  End
3594  
3595  ; ----------------------------------------------
3596  FXList WeaponFX_MineDetonation
3597    Sound
3598      Name = MineExplosion
3599    End
3600    ParticleSystem
3601      Name = MineDebris
3602    End
3603    ParticleSystem
3604      Name = MineSmoke
3605    End
3606    ParticleSystem
3607      Name = MineFlash
3608      Offset = X:0.0 Y:0.0 Z:1.0
3609    End
3610   ; ParticleSystem
3611      ;Name = SparksSmall
3612    ;End
3613    TerrainScorch
3614      Type = RANDOM 
3615      Radius = 15
3616    End
3617  End
3618  
3619  ; ----------------------------------------------
3620  FXList WeaponFX_WorkerMineDisarming
3621    Sound
3622      Name = MineClearedByWorker
3623    End
3624    ParticleSystem
3625      Name = MineDisarmingSmoke
3626    End
3627    ParticleSystem
3628      Name = MineDisarmingFlash
3629      Offset = X:0.0 Y:0.0 Z:1.0
3630    End
3631    TerrainScorch
3632      Type = RANDOM 
3633      Radius = 10
3634    End
3635  End
3636  
3637  ; ----------------------------------------------
3638  ; mine is disarmed with a subtle "whoomp"... 
3639  ; used when a dozer detonates one to disarm it
3640  FXList WeaponFX_DozerMineDisarming
3641    Sound
3642      Name = MineClearedByDozer
3643    End
3644    ParticleSystem
3645      Name = MineDisarmingSmoke
3646    End
3647    ParticleSystem
3648      Name = MineDisarmingFlash
3649      Offset = X:0.0 Y:0.0 Z:1.0
3650    End
3651    ParticleSystem
3652      Name = MineDisarmingDebris
3653    End
3654    TerrainScorch
3655      Type = RANDOM 
3656      Radius = 10
3657    End
3658  End
3659  
3660  ; ----------------------------------------------
3661  FXList WeaponFX_SuicideDynamitePackDetonation
3662    ParticleSystem
3663      Name = CarpetBombExplosionShockwave
3664    End
3665    ParticleSystem
3666      Name = ArmExplosionSmall01
3667    End
3668    ParticleSystem
3669      Name = HotPillarArms
3670    End
3671    ViewShake 
3672      Type = NORMAL
3673    End
3674    TerrainScorch
3675      Type = RANDOM 
3676      Radius = 15
3677    End
3678  End
3679  
3680  ; ----------------------------------------------
3681  FXList WeaponFX_SuicideDynamitePackDetonationPlusFire
3682    Sound
3683      Name = TerroristSuicides
3684    End
3685    ParticleSystem
3686      Name = Explosion
3687    End
3688    ParticleSystem
3689      Name = ExplosionSmoke
3690    End
3691    ParticleSystem
3692      Name = CarpetBombExplosionShockwave
3693    End
3694    ParticleSystem
3695      Name = ArmExplosionSmall01
3696    End
3697    ParticleSystem
3698      Name = HotPillarArms
3699    End
3700    ViewShake 
3701      Type = NORMAL
3702    End
3703    TerrainScorch
3704      Type = RANDOM 
3705      Radius = 15
3706    End
3707  End
3708  
3709  
3710  ;---------------------------------------------------------------
3711  ;*******************Required For CHI01_INTRO********************
3712  FXList WeaponFX_CINEConvoyNuke
3713  
3714    ViewShake 
3715      Type = SEVERE
3716    End
3717  
3718    Sound
3719      Name = ExplosionNeutron
3720    End
3721  
3722    ParticleSystem
3723      Name = NukeFlare
3724      InitialDelay = 0 0 UNIFORM   ;In milliseconds
3725      Offset = X:0.0 Y:0.0 Z:90.0
3726    End
3727  
3728    ParticleSystem
3729       Name = NukeMushroomExplosion
3730       InitialDelay = 200 200 UNIFORM   ;In milliseconds
3731       Offset = X:0.0 Y:0.0 Z:90.0
3732    End
3733  
3734    ParticleSystem
3735      Name = NukeMushroomCloudRing
3736      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
3737      Offset = X:0.0 Y:0.0 Z:105.0
3738    End
3739  
3740    ParticleSystem
3741      Name = NukeRing
3742      Offset = X:0.0 Y:0.0 Z:5.0
3743    End
3744  
3745    ParticleSystem
3746      Name = NukeBlastWave
3747      InitialDelay = 300 300 UNIFORM   ;In milliseconds
3748      ;Offset = X:0.0 Y:0.0 Z:45.0
3749      Offset = X:0.0 Y:0.0 Z:15.0
3750    End
3751  
3752    ParticleSystem
3753      Name = NukeShockwaveInverted
3754      InitialDelay = 300 300 UNIFORM   ;In milliseconds
3755      Offset = X:0.0 Y:0.0 Z:20.0
3756    End
3757  
3758    ParticleSystem
3759      Name = NukeMushroomStem
3760      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
3761      Offset = X:0.0 Y:0.0 Z:20.0
3762    End
3763  
3764    ParticleSystem
3765      Name = NukeShockwave
3766      InitialDelay = 200 200 UNIFORM   ;In milliseconds
3767      Offset = X:0.0 Y:0.0 Z:20.0
3768    End
3769  
3770    ParticleSystem
3771      Name = NukeMushroomRing
3772      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
3773      Offset = X:0.0 Y:0.0 Z:50.0
3774    End
3775  
3776    TerrainScorch
3777      Type = RANDOM 
3778      Radius = 250
3779    End
3780  
3781  End
3782  
3783  ; ----------------------------------------------
3784  FXList WeaponFX_TNTStickyBombDetonation
3785    ParticleSystem
3786      Name = LargeStructureExplosionShockwave
3787    End
3788    ParticleSystem
3789      Name = ExplosionLarge01
3790    End
3791    ParticleSystem
3792      Name = HotPillarArms
3793    End
3794    ViewShake 
3795      Type = NORMAL
3796    End
3797    TerrainScorch
3798      Type = RANDOM 
3799      Radius = 50
3800    End
3801    Sound
3802      Name = BombTruckDefaultBombDetonation
3803    End
3804  End
3805  
3806  ; ----------------------------------------------
3807  FXList FX_BoobyTrapExplosion
3808    ParticleSystem
3809      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
3810      Name = BoobyTrapSmoke
3811    End
3812    ParticleSystem
3813      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
3814      Name = boobyTrapExplosion
3815    End
3816    ViewShake 
3817      Type = NORMAL
3818    End
3819    Sound
3820      Name = BombTruckDefaultBombDetonation
3821    End
3822  End
3823  
3824  ; ----------------------------------------------
3825  FXList FX_GLADemoTrapWarning
3826    Sound
3827      Name = GLADemoChargeAlarm
3828    End
3829  End
3830  
3831  ; ----------------------------------------------
3832  FXList WeaponFX_DemoTrapDetonation
3833    Sound
3834      Name = DemoTrapExplosion
3835    End
3836    ParticleSystem
3837      Name = BombTruckDefaultExplosionArms
3838    End
3839    ParticleSystem
3840      Name = DemoTrapLenzFlare
3841    End
3842    ParticleSystem
3843      Name = BombTruckHEShockwave
3844    End
3845    TerrainScorch
3846      Type = RANDOM 
3847      Radius = 15
3848    End
3849  End
3850  
3851  ; ----------------------------------------------
3852  FXList CINE_WeaponFX_DemoTrapDetonation
3853    Sound
3854      Name = ExplosionMiniNuke
3855    End
3856    ParticleSystem
3857      Name = LargeStructureExplosionShockwave
3858    End
3859    ParticleSystem
3860      Name = ExplosionLarge01
3861    End
3862    ParticleSystem
3863      Name = HotPillarArms
3864    End
3865    ViewShake 
3866      Type = NORMAL
3867    End
3868    TerrainScorch
3869      Type = RANDOM 
3870      Radius = 50
3871    End
3872  End
3873  
3874  ; ----------------------------------------------
3875  FXList WeaponFX_RangerFlashBangGrenadeDetonation
3876    ParticleSystem
3877      Name = FlashBangNormal
3878      Offset = X:0 Y:0 Z:4
3879    End
3880    ParticleSystem
3881      Name = FlashBangNormalSpark
3882    End
3883    Sound
3884      Name = ExplosionFlashBang
3885    End
3886  End
3887  
3888  ; ----------------------------------------------------------------------------
3889  ; DaisyCutter explodes and sprays gas into the air
3890  ; ----------------------------------------------------------------------------
3891  FXList FX_DaisyCutterExplode
3892    ParticleSystem
3893      Name             = BuggySubExplosion
3894    End
3895    ParticleSystem
3896      Name             = DaisyExplosionGasSpray
3897    End
3898    ParticleSystem
3899      Name             = DaisyExplosionScatter
3900      AttachToObject   = Yes
3901      InitialDelay     = 500 500 UNIFORM
3902    End
3903    Sound
3904      Name = DaisyCutterGas
3905    End
3906  End
3907  
3908  ; ----------------------------------------------------------------------------
3909  ; DaisyCutter gas ignition sequence
3910  ; ----------------------------------------------------------------------------
3911  FXList FX_DaisyCutterIgnite
3912    ParticleSystem
3913      Name         = DaisyExplosionScatterIgnite1
3914    End
3915    ParticleSystem
3916      Name         = DaisyExplosionScatterIgnite2
3917      InitialDelay = 500 500 UNIFORM
3918    End
3919    ParticleSystem
3920      Name         = DaisyFlameShockwave
3921      InitialDelay = 1000 1000 UNIFORM
3922    End
3923    Sound
3924      Name = DaisyCutterIgnite
3925    End
3926  End
3927  
3928  ; ----------------------------------------------------------------------------
3929  ; DaisyCutter final explosion wave
3930  ; ----------------------------------------------------------------------------
3931  FXList FX_DaisyCutterFinalExplosion
3932    Sound
3933      Name = ExplosionDaisyCutter
3934    End
3935    ViewShake 
3936      Type = SEVERE
3937    End 
3938  End
3939  
3940  
3941  ; ----------------------------------------------------------------------------
3942  ; Leaflets drop
3943  ; ----------------------------------------------------------------------------
3944  FXList FX_LeafletsDrop
3945    ParticleSystem
3946      Name             = LeafletParticles1
3947    End
3948    ParticleSystem
3949      Name             = LeafletParticles1
3950      InitialDelay     = 500 500 UNIFORM
3951    End
3952    Sound
3953      Name = LeafletDrop
3954    End
3955  End
3956  
3957  
3958  
3959  ; ----------------------------------------------------------------------------
3960  ; MOAB explodes and sprays gas into the air
3961  ; ----------------------------------------------------------------------------
3962  FXList FX_MOABExplode
3963    ParticleSystem
3964      Name             = SpectreHowitzerExplosionArms
3965    End
3966    ParticleSystem
3967      Name             = MOABExplosionGasSpray
3968    End
3969    ParticleSystem
3970      Name             = DaisyExplosionScatter
3971      AttachToObject   = Yes
3972      InitialDelay     = 500 500 UNIFORM
3973    End
3974    Sound
3975      Name = DaisyCutterGas
3976    End
3977  End
3978  
3979  ; ----------------------------------------------------------------------------
3980  ; MOAB gas ignition sequence
3981  ; ----------------------------------------------------------------------------
3982  FXList FX_MOABIgnite
3983    ParticleSystem
3984      Name         = DaisyExplosionScatterIgnite1
3985    End
3986    ParticleSystem
3987      Name         = DaisyExplosionScatterIgnite2
3988      InitialDelay = 500 500 UNIFORM
3989    End
3990    ParticleSystem
3991      Name         = DaisyFlameShockwave
3992      InitialDelay = 1000 1000 UNIFORM
3993    End
3994    Sound
3995      Name = DaisyCutterIgnite
3996    End
3997  End
3998  
3999  ; ----------------------------------------------------------------------------
4000  ; MOAB final explosion wave
4001  ; ----------------------------------------------------------------------------
4002  FXList FX_MOABFinalExplosion
4003    Sound
4004      Name = ExplosionDaisyCutter
4005    End
4006    ViewShake 
4007      Type = SEVERE
4008    End 
4009  End
4010  
4011  
4012  
4013  
4014  
4015  
4016  ; ----------------------------------------------------------------------------
4017  ; GLA Death #1
4018  ; Catches fire and burnes for a random time
4019  ; Shoots off fake missiles at random
4020  ; Explodes
4021  ; ----------------------------------------------------------------------------
4022  FXList FX_RocketBuggyCatchFire
4023    ParticleSystem
4024      Name = BuggyFire
4025      AttachToObject = Yes    
4026    End
4027  End
4028  
4029  FXList FX_BuggyMissileDebris
4030    ParticleSystem
4031      Name = MissileExhaust
4032      AttachToObject = Yes    
4033    End
4034  End
4035  
4036  FXList FX_BuggyDeathExplosion
4037    ParticleSystem
4038      Name = BuggyExplosion
4039    End
4040    ParticleSystem
4041      Name = BuggyExplosionDebris
4042    End
4043    ViewShake 
4044      Type = SUBTLE
4045    End
4046    Sound
4047      Name = CarDie
4048    End
4049  End
4050  
4051  FXList FX_BuggyTurretExplode
4052    ParticleSystem
4053      Name = BuggyTurretExplosion
4054      OrientToObject = Yes
4055    End
4056  End
4057  
4058  ; ----------------------------------------------------------------------------
4059  ; GLARocketBuggy Death #2
4060  ; Explosion throws buggy-like debris into air
4061  ; Random air time
4062  ; Debris explodes into chunks and tires
4063  ; ----------------------------------------------------------------------------
4064  FXList FX_RocketBuggyAirDeathAirPart
4065    ParticleSystem
4066      Name = BuggyNewAirDeathExplosionAirPart
4067    End
4068    ParticleSystem
4069      Name = BuggyNewExplosionLenzflare
4070    End
4071    ParticleSystem
4072      Name = BuggyNewAirDeathSubExplosionSmoke 
4073      Count = 3
4074      Radius = 15 30 UNIFORM
4075      Height = 0 20 UNIFORM
4076      InitialDelay = 167 667 UNIFORM
4077    End
4078    Sound
4079      Name = CarDie
4080    End
4081  End
4082  
4083  FXList FX_RocketBuggyAirDeathGroundPart
4084    ParticleSystem
4085      Name = BuggyExplosionAirDeathGroundPart
4086    End
4087    ParticleSystem
4088      Name = BuggyNewExplosionShockwave
4089    End
4090    ParticleSystem
4091      Name = BuggyExplosionSmokeAirDeathGroundPart
4092    End
4093    ParticleSystem
4094      Name = BuggyNewExplosionLenzflare
4095    End
4096    ParticleSystem
4097      Name = BuggyDebrisTrail
4098      AttachToObject = Yes    
4099    End
4100    Sound
4101      Name = CarDie
4102    End
4103  End
4104  
4105  ; ----------------------------------------------------------------------------
4106  FXList FX_TechnicalAirDeathGroundPart
4107    ParticleSystem
4108      Name = BuggyExplosionAirDeathGroundPart
4109    End
4110    ParticleSystem
4111      Name = BuggyNewExplosionShockwave
4112    End
4113    ParticleSystem
4114      Name = BuggyExplosionSmokeAirDeathGroundPart
4115    End
4116    ParticleSystem
4117      Name = BuggyNewExplosionLenzflare
4118    End
4119    ParticleSystem
4120      Name = BuggyDebrisTrail
4121      AttachToObject = Yes    
4122    End
4123    Sound
4124      Name = CarDie
4125    End
4126    Sound
4127      Name = TechnicalVoiceDie
4128    End
4129  End
4130  
4131  ; ----------------------------------------------------------------------------
4132  ; Scout Drone Death Stuff
4133  ; Just a small explosion
4134  ; ----------------------------------------------------------------------------
4135  
4136  FXList FX_AmericaScoutDroneExplode
4137    ParticleSystem
4138      Name = ScoutDroneExplosion
4139      OrientToObject = Yes
4140    End
4141  
4142    Sound
4143      Name = ScoutDroneDie
4144    End
4145  End
4146  
4147  ; ----------------------------------------------------------------------------
4148  ; Battle Drone Death Stuff
4149  ; Just a small explosion
4150  ; ----------------------------------------------------------------------------
4151  
4152  FXList FX_AmericaBattleDroneExplode
4153    ParticleSystem
4154      Name = BattleDroneExplosion
4155      OrientToObject = Yes
4156    End
4157  
4158    Sound
4159      Name = BattleDroneDie
4160    End
4161  End
4162  
4163  ; ----------------------------------------------------------------------------
4164  ; GLARocketBuggy Death #3
4165  ; Just a big explosion
4166  ; ----------------------------------------------------------------------------
4167  FXList FX_BuggyNewDeathExplosion
4168    ParticleSystem
4169      Name = BuggyNewExplosionSmoke
4170    End
4171    ParticleSystem
4172      Name = SpectreHowitzerExplosionCloud
4173    End
4174    ParticleSystem
4175      Name = SpectreHotPillarArmFlame
4176    End
4177    ParticleSystem
4178      Name = BuggyNewExplosionDebris2
4179    End
4180    ParticleSystem
4181      Name = BuggyNewExplosionShockwave
4182    End
4183    ViewShake 
4184      Type = STRONG
4185    End
4186    TerrainScorch
4187      Type = RANDOM 
4188      Radius = 15
4189    End
4190    Sound
4191      Name = CarDie
4192    End 
4193  End
4194  
4195  
4196  
4197  FXList FX_BuggyNew_DeathEffect
4198    ParticleSystem
4199      Name = BuggyNewExplosionArms
4200    End
4201    Sound
4202      Name = CarDie
4203    End
4204  End
4205  
4206  ; ----------------------------------------------
4207  FXList WeaponFX_ToppledStructureShockwave
4208    ParticleSystem
4209      Name = Explosion
4210    End
4211    ParticleSystem
4212      Name = ExplosionSmoke
4213    End
4214  End
4215  
4216  FXList FX_DefaultStructureCrushing
4217    ParticleSystem
4218      Name = CrushingBuildingExplosion
4219    End
4220    ParticleSystem
4221      Name = StructureToppleShockwave
4222    End
4223    ParticleSystem
4224      Name = StructureToppleCrushingSmoke
4225    End
4226    ViewShake 
4227      Type = NORMAL
4228    End
4229  End
4230  
4231  FXList FX_DefaultStructureToppling
4232    Sound
4233      Name = BuildingDamage
4234    End
4235    ParticleSystem
4236      Name = CrushingBuildingExplosion
4237    End
4238    ParticleSystem
4239      Name = StructureToppleShockwave
4240    End
4241  End
4242  
4243  FXList FX_DefaultStructureToppleDone
4244    Sound
4245      Name = BuildingDestroyStone
4246    End
4247  End
4248  
4249  FXList FX_DefaultStructureToppleStart
4250    ParticleSystem
4251      Name = StructureToppleStartExplosion
4252    End
4253    ParticleSystem
4254      Name = StructureToppleStartShockwave
4255    End
4256  End
4257  
4258  FXList FX_DefaultStructureSecondary
4259    ParticleSystem
4260      Name = StructureToppleSecondaryExplosion
4261    End
4262  End
4263  
4264  FXList FX_DefaultStructureToppleDelay
4265    Sound
4266      Name = BuildingToppleDelayStone
4267    End
4268    ParticleSystem
4269      Name = StructureToppleDelayExplosion
4270    End
4271  End
4272  
4273  FXList FX_StructureToppleAngle20
4274    Sound
4275      Name = BuildingFallingStone
4276    End
4277  End
4278  
4279  ;--------------------------------------------------------
4280  ; Small Structure Collapse FX
4281  ;--------------------------------------------------------
4282  FXList FX_SmallTowerCrushing
4283    ParticleSystem
4284      Name = SmallCrushingBuildingExplosion
4285    End
4286    ParticleSystem
4287      Name = SmallStructureToppleShockwave
4288    End
4289    ParticleSystem
4290      Name = SmallStructureToppleCrushingSmoke
4291    End
4292    ViewShake 
4293      Type = NORMAL
4294    End
4295  End
4296  
4297  
4298  ;--------------------------------------------------------
4299  ; Structure Collapse FX
4300  ;--------------------------------------------------------
4301  FXList FX_StructureCollapseInitial
4302    Sound
4303      Name = BuildingDamage
4304    End
4305    ParticleSystem
4306      Name = StructureCollapseInitialExplosion
4307    End
4308    ParticleSystem
4309      Name = StructureCollapseInitialShockwave
4310    End
4311  End
4312  
4313  FXList FX_StructureCollapseDelay
4314    Sound
4315      Name = BuildingCollapse1
4316    End
4317    ParticleSystem
4318      Name = StructureCollapseDelayExplosion
4319    End
4320    ParticleSystem
4321      Name = StructureCollapseDelayShockwave
4322    End
4323  End
4324  
4325  FXList FX_StructureCollapseBurst
4326    Sound
4327      Name = BuildingCollapse2
4328    End
4329    ParticleSystem
4330      Name = StructureCollapseBurstExplosion
4331    End
4332    ParticleSystem
4333      Name = StructureCollapseBurstFlash
4334    End
4335    ParticleSystem
4336      Name = StructureCollapseBurstShockwave
4337    End
4338  End
4339  
4340  FXList FX_StructureCollapseFinal
4341    Sound
4342      Name = BuildingCollapse3
4343    End
4344    ParticleSystem
4345      Name = StructureCollapseFinalExplosion
4346    End
4347    ParticleSystem
4348      Name = StructureCollapseFinalShockwave
4349    End
4350  End
4351  
4352  ; -----------------------------------------------------------------------------
4353  ; Helicopter starting death sequence
4354  ; -----------------------------------------------------------------------------
4355  FXList FX_ComancheStartDeath
4356    ParticleSystem
4357      Name = SubExplosionSmoke02
4358      Offset = X:0 Y:0 Z:5
4359    End
4360    Sound
4361      Name = ComancheDie
4362    End
4363    Sound
4364      Name = ComancheVoiceFalling
4365    End
4366  
4367  End
4368  
4369  ; -----------------------------------------------------------------------------
4370  ; Helicopter starting death sequence
4371  ; -----------------------------------------------------------------------------
4372  FXList FX_ChinookStartDeath
4373    ParticleSystem
4374      Name = SubExplosionSmoke02
4375      Offset = X:0 Y:0 Z:5
4376    End
4377    Sound
4378      Name = ComancheDie
4379    End
4380    Sound
4381      Name = ChinookVoiceFalling
4382    End
4383  
4384  End
4385  
4386  ; -----------------------------------------------------------------------------
4387  ; Helicopter starting death sequence
4388  ; -----------------------------------------------------------------------------
4389  FXList FX_HelicopterStartDeath
4390    ParticleSystem
4391      Name = SubExplosionSmoke02
4392      Offset = X:0 Y:0 Z:5
4393    End
4394    Sound
4395      Name = ComancheDie
4396    End
4397  
4398  End
4399  
4400  ; -----------------------------------------------------------------------------
4401  ; Helicopter "blade" explosion phase in a chopper spirialing down to death
4402  ; -----------------------------------------------------------------------------
4403  FXList FX_HelicopterBladeExplosion
4404    ParticleSystem
4405      Name = TankStruckSparks
4406      Count = 5
4407      Radius = 5 5 UNIFORM
4408    End
4409    Sound
4410      Name = ComancheSpinExplosion
4411    End 
4412  End
4413  
4414  ; -----------------------------------------------------------------------------
4415  ; The helicopter hit ground effect
4416  ; -----------------------------------------------------------------------------
4417  FXList FX_HelicopterHitGround
4418    ParticleSystem
4419      Name = CarCrushDebris
4420    End
4421    ParticleSystem
4422      Name = HotPillarArms
4423    End
4424    Sound
4425      Name = ComancheCrash
4426    End 
4427    ViewShake 
4428      Type = SUBTLE
4429    End
4430  End
4431  
4432  FXList FX_HelicopterHitGroundGlobal
4433    ParticleSystem
4434      Name = CarCrushDebris
4435    End
4436    ParticleSystem
4437      Name = HotPillarArms
4438    End
4439    Sound
4440      Name = ComancheCrash
4441    End 
4442    ViewShake 
4443      Type = SUBTLE
4444    End
4445  End
4446  
4447  ; -----------------------------------------------------------------------------
4448  ; The helicopter on the ground finally blows up effect
4449  ; -----------------------------------------------------------------------------
4450  FXList FX_GroundedHelicopterBlowUp
4451    ParticleSystem
4452      Name = ArmExplosionSmall01
4453    End
4454    ParticleSystem
4455      Name = MammothTankSubExplosionSmoke 
4456      Count = 3
4457      Radius = 5 5 UNIFORM
4458      InitialDelay = 100 100 UNIFORM
4459    End
4460    Sound
4461      Name = CarDie
4462    End
4463    ViewShake 
4464      Type = STRONG
4465    End
4466  End
4467  
4468  ; ----------------------------------------------
4469  ; The FXList that gets played at bone Fire01 when
4470  ; the GLA power plant goes to the damaged state.
4471  ; ----------------------------------------------
4472  FXList FX_GLAPowerPlantDamagedExplosion1
4473    Sound
4474      Name = BuildingDamage
4475    End
4476  
4477     ; firey "heart" of the explosion
4478    ParticleSystem
4479      Name = GLAPowerPlantDamagedExplosion
4480      Count = 2
4481      InitialDelay = 0 200 UNIFORM
4482    End
4483  
4484    ; grey "dusty" clouds
4485    ParticleSystem
4486      Name = GLAPowerPlantDamagedShockwave
4487      InitialDelay = 0 200 UNIFORM
4488    End
4489  End
4490  
4491  ; ----------------------------------------------
4492  ; The FXList that gets played at bone Fire02 when
4493  ; the GLA power plant goes to the damaged state.
4494  ; ----------------------------------------------
4495  FXList FX_GLAPowerPlantDamagedExplosion2
4496    Sound
4497      Name = BuildingDamage
4498    End
4499  
4500    ; firey "heart" of the explosion
4501    ParticleSystem
4502      Name = GLAPowerPlantDamagedExplosion
4503      Count = 2
4504      InitialDelay = 0 200 UNIFORM
4505    End
4506  
4507    ; grey "dusty" clouds
4508    ParticleSystem
4509      Name = GLAPowerPlantDamagedShockwave
4510      InitialDelay = 0 200 UNIFORM
4511    End
4512  End
4513  
4514  ; ----------------------------------------------
4515  ; The FXList that gets played at bone Fire03 when
4516  ; the GLA power plant goes to the damaged state.
4517  ; ----------------------------------------------
4518  FXList FX_GLAPowerPlantDamagedExplosion3
4519    Sound
4520      Name = BuildingDamage
4521    End
4522  
4523    ; firey "heart" of the explosion
4524    ParticleSystem
4525      Name = GLAPowerPlantDamagedExplosion
4526      Count = 2
4527      InitialDelay = 0 200 UNIFORM
4528    End
4529  
4530    ; grey "dusty" clouds
4531    ParticleSystem
4532      Name = GLAPowerPlantDamagedShockwave
4533      InitialDelay = 0 200 UNIFORM
4534    End
4535  End
4536  
4537  ; ----------------------------------------------
4538  ; Death FX list for the GLA power plant.
4539  ; ----------------------------------------------
4540  FXList FX_GLAPowerPlantDeathStart
4541    Sound
4542      Name = BuildingDamage
4543    End
4544  
4545    ; firey "heart" of the explosion
4546    ParticleSystem
4547      Name = GLAPowerPlantDeathExplosion1
4548      Offset = X:-3.532 Y:30 Z:2
4549      Count = 2
4550    End
4551  
4552    ; grey "dusty" clouds
4553    ParticleSystem
4554      Name = GLAPowerPlantDeathShockwave2
4555      Offset = X:-3.532 Y:30 Z:2
4556    End
4557  
4558    ParticleSystem
4559      Name = GLAPowerPlantDeathExplosion1
4560      Offset = X:-9.08 Y:-8.547 Z:1
4561    End
4562  
4563    ParticleSystem
4564      Name = GLAPowerPlantDeathShockwave2
4565      Offset = X:-9.08 Y:-8.547 Z:1
4566    End
4567  
4568    ViewShake
4569      Type = NORMAL
4570    End
4571  End
4572  
4573  ; ----------------------------------------------
4574  ; Death FX list for the GLA power plant.
4575  ; ----------------------------------------------
4576  FXList FX_GLAPowerPlantDeathFinal
4577    Sound
4578      Name = BuildingDamage
4579    End
4580  
4581    ; firey "heart" of the explosion
4582    ParticleSystem
4583      Name = GLAPowerPlantDeathExplosion2
4584      Offset = X:-3.532 Y:30 Z:26.822
4585      Count = 2
4586    End
4587  
4588    ; grey "dusty" clouds
4589    ParticleSystem
4590      Name = GLAPowerPlantDeathShockwave2
4591      Offset = X:-3.532 Y:30 Z:26.822
4592    End
4593  
4594    ParticleSystem
4595      Name = GLAPowerPlantDeathExplosion2
4596      Offset = X:-9.08 Y:-8.547 Z:16.598
4597    End
4598  
4599    ViewShake
4600      Type = NORMAL
4601    End
4602  End
4603  
4604  ; ----------------------------------------------
4605  
4606  ; ----------------------------------------------
4607  FXList FX_DamWaterSpray01
4608  
4609    ParticleSystem
4610      Name = WaterSpraySplash
4611      OrientToObject = Yes    
4612      InitialDelay = 50 5000 UNIFORM   ;In milliseconds
4613    End
4614  
4615  End
4616  
4617  ; ----------------------------------------------
4618  FXList FX_Nuke
4619  
4620    ViewShake 
4621      Type = SEVERE
4622    End
4623  
4624    Sound
4625      Name = ExplosionNeutron
4626    End
4627  
4628    ParticleSystem
4629      Name = NukeFlare
4630      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4631      Offset = X:0.0 Y:0.0 Z:90.0
4632    End
4633  
4634    ParticleSystem
4635       Name = NukeMushroomExplosion
4636       InitialDelay = 200 200 UNIFORM   ;In milliseconds
4637       Offset = X:0.0 Y:0.0 Z:90.0
4638    End
4639  
4640    ParticleSystem
4641      Name = NukeMushroomCloudRing
4642      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4643      Offset = X:0.0 Y:0.0 Z:105.0
4644    End
4645  
4646    ParticleSystem
4647      Name = NukeRing
4648      Offset = X:0.0 Y:0.0 Z:5.0
4649    End
4650  
4651    ParticleSystem
4652      Name = NukeBlastWave
4653      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4654      ;Offset = X:0.0 Y:0.0 Z:45.0
4655      Offset = X:0.0 Y:0.0 Z:15.0
4656    End
4657  
4658    ParticleSystem
4659      Name = NukeShockwaveInverted
4660      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4661      Offset = X:0.0 Y:0.0 Z:30.0
4662    End
4663  
4664    ParticleSystem
4665      Name = NukeMushroomStem
4666      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4667      Offset = X:0.0 Y:0.0 Z:30.0
4668    End
4669  
4670    ParticleSystem
4671      Name = NukeShockwave
4672      InitialDelay = 200 200 UNIFORM   ;In milliseconds
4673      Offset = X:0.0 Y:0.0 Z:30.0
4674    End
4675  
4676    ParticleSystem
4677      Name = NukeMushroomRing
4678      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
4679      Offset = X:0.0 Y:0.0 Z:50.0
4680    End
4681  
4682    ParticleSystem
4683      Name = NukeRadiationInitial
4684      InitialDelay = 3000 3000 UNIFORM   ;In milliseconds
4685      Offset = X:0.0 Y:0.0 Z:0.0
4686    End
4687  
4688  End
4689  
4690  ; ----------------------------------------------
4691  FXList FX_BaikonurNuke
4692  
4693    ViewShake 
4694      Type = SEVERE
4695    End
4696  
4697    Sound
4698      Name = ExplosionNeutron
4699    End
4700  
4701    ParticleSystem
4702      Name = NukeBaikonurFlare
4703      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4704      Offset = X:0.0 Y:0.0 Z:90.0
4705    End
4706  
4707    ParticleSystem
4708       Name = NukeBaikonurMushroomExplosion
4709       InitialDelay = 200 200 UNIFORM   ;In milliseconds
4710       Offset = X:0.0 Y:0.0 Z:90.0
4711    End
4712  
4713    ParticleSystem
4714      Name = NukeBaikonurMushroomCloudRing
4715      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4716      Offset = X:0.0 Y:0.0 Z:105.0
4717    End
4718  
4719    ParticleSystem
4720      Name = NukeBaikonurRing
4721      Offset = X:0.0 Y:0.0 Z:5.0
4722    End
4723  
4724    ParticleSystem
4725      Name = NukeBlastWave
4726      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4727      ;Offset = X:0.0 Y:0.0 Z:45.0
4728      Offset = X:0.0 Y:0.0 Z:15.0
4729    End
4730  
4731    ParticleSystem
4732      Name = NukeBaikonurShockwaveInverted
4733      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4734      Offset = X:0.0 Y:0.0 Z:20.0
4735    End
4736  
4737    ParticleSystem
4738      Name = NukeBaikonurMushroomStem
4739      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4740      Offset = X:0.0 Y:0.0 Z:20.0
4741    End
4742  
4743    ParticleSystem
4744      Name = NukeBaikonurShockwave
4745      InitialDelay = 200 200 UNIFORM   ;In milliseconds
4746      Offset = X:0.0 Y:0.0 Z:10.0
4747    End
4748  
4749    ParticleSystem
4750      Name = NukeBaikonurMushroomRing
4751      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
4752      Offset = X:0.0 Y:0.0 Z:50.0
4753    End
4754  
4755  End
4756  
4757  ; ----------------------------------------------
4758  FXList FX_NukeGLA
4759  
4760    ViewShake 
4761      Type = SEVERE
4762    End
4763  
4764    Sound
4765      Name = ExplosionMiniNuke
4766    End
4767  
4768    ParticleSystem
4769      Name = NukeGLAFlare
4770      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4771      Offset = X:0.0 Y:0.0 Z:90.0
4772    End
4773  
4774    ParticleSystem
4775       Name = NukeGLAMushroomExplosion
4776       InitialDelay = 200 200 UNIFORM   ;In milliseconds
4777       Offset = X:0.0 Y:0.0 Z:90.0
4778    End
4779  
4780    ParticleSystem
4781      Name = NukeGLAMushroomCloudRing
4782      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4783      Offset = X:0.0 Y:0.0 Z:105.0
4784    End
4785  
4786    ParticleSystem
4787      Name = NukeGLARing
4788      Offset = X:0.0 Y:0.0 Z:5.0
4789    End
4790  
4791    ParticleSystem
4792      Name = NukeGLABlastWave
4793      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4794      ;Offset = X:0.0 Y:0.0 Z:45.0
4795      Offset = X:0.0 Y:0.0 Z:15.0
4796    End
4797  
4798    ParticleSystem
4799      Name = NukeGLAShockwaveInverted
4800      InitialDelay = 300 300 UNIFORM   ;In milliseconds
4801      Offset = X:0.0 Y:0.0 Z:20.0
4802    End
4803  
4804    ParticleSystem
4805      Name = NukeGLAMushroomStem
4806      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
4807      Offset = X:0.0 Y:0.0 Z:20.0
4808    End
4809  
4810    ParticleSystem
4811      Name = NukeGLAShockwave
4812      InitialDelay = 200 200 UNIFORM   ;In milliseconds
4813      Offset = X:0.0 Y:0.0 Z:20.0
4814    End
4815  
4816    ParticleSystem
4817      Name = NukeGLAMushroomRing
4818      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
4819      Offset = X:0.0 Y:0.0 Z:50.0
4820    End
4821  
4822  End
4823  
4824  ; ----------------------------------------------
4825  FXList WeaponFX_SmallFireFieldWeapon
4826    ParticleSystem
4827      Name = FireFieldSmall
4828      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4829      Offset = X:0.0 Y:0.0 Z:1.0
4830    End
4831  End
4832  
4833  ; ----------------------------------------------
4834  FXList WeaponFX_SmallFireFieldWeaponUpgraded
4835    ParticleSystem
4836      Name = BlackFireFieldSmall
4837      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4838      Offset = X:0.0 Y:0.0 Z:1.0
4839    End
4840  End
4841  
4842  ; ----------------------------------------------
4843  FXList WeaponFX_LargePoisonFieldWeapon
4844    ParticleSystem
4845      Name = PoisonFieldLarge
4846      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4847      Offset = X:0.0 Y:0.0 Z:1.0
4848    End
4849  End
4850  
4851  ; ----------------------------------------------
4852  FXList WeaponFX_MediumPoisonFieldWeapon
4853    ParticleSystem
4854      Name = PoisonFieldMedium
4855      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4856      Offset = X:0.0 Y:0.0 Z:1.0
4857    End
4858  End
4859  
4860  ; ----------------------------------------------
4861  FXList WeaponFX_SmallPoisonFieldWeapon
4862    ParticleSystem
4863      Name = PoisonFieldSmall
4864      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4865      Offset = X:0.0 Y:0.0 Z:1.0
4866    End
4867  End
4868  
4869  ; ----------------------------------------------
4870  FXList WeaponFX_LargePoisonFieldWeaponUpgraded
4871    ParticleSystem
4872      Name = AnthraxFieldLarge
4873      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4874      Offset = X:0.0 Y:0.0 Z:1.0
4875    End
4876  End
4877  
4878  ; ----------------------------------------------
4879  FXList WeaponFX_MediumPoisonFieldWeaponUpgraded
4880    ParticleSystem
4881      Name = AnthraxFieldMedium
4882      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4883      Offset = X:0.0 Y:0.0 Z:1.0
4884    End
4885  End
4886  
4887  ; ----------------------------------------------
4888  FXList WeaponFX_SmallPoisonFieldWeaponUpgraded
4889    ParticleSystem
4890      Name = AnthraxFieldSmall
4891      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4892      Offset = X:0.0 Y:0.0 Z:1.0
4893    End
4894  End
4895  
4896  ; ----------------------------------------------
4897  FXList WeaponFX_LargeRadiationFieldWeapon
4898    ParticleSystem
4899      Name = RadiationFieldLarge
4900      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4901      Offset = X:0.0 Y:0.0 Z:1.0
4902    End
4903  End
4904  
4905  ; ----------------------------------------------
4906  FXList WeaponFX_MediumRadiationFieldWeapon
4907    ParticleSystem
4908      Name = RadiationFieldMedium
4909      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4910      Offset = X:0.0 Y:0.0 Z:1.0
4911    End
4912  End
4913  
4914  ; ----------------------------------------------
4915  FXList WeaponFX_SmallRadiationFieldWeapon
4916    ParticleSystem
4917      Name = RadiationFieldSmall
4918      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
4919      Offset = X:0.0 Y:0.0 Z:1.0
4920    End
4921  End
4922  
4923  ; ----------------------------------------------
4924  FXList FX_GLAViralOutbreak
4925  
4926  ;  ViewShake 
4927  ;    Type = SEVERE
4928  ;  End
4929  
4930  ;  Sound
4931  ;    Name = ExplosionMiniNuke
4932  ;  End
4933  
4934    ParticleSystem
4935      Name = GLAViralOutbreakClouds
4936      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4937      Offset = X:0.0 Y:0.0 Z:2.0
4938    End
4939  
4940    ParticleSystem
4941      Name = GLAViralOutbreakFumes
4942      InitialDelay = 500 500 UNIFORM   ;In milliseconds
4943      Offset = X:0.0 Y:0.0 Z:2.0
4944    End
4945  
4946  
4947  End
4948  
4949  
4950  ; ----------------------------------------------
4951  FXList FX_ParticleTestFX
4952  
4953  End
4954  
4955  ; ----------------------------------------------
4956  FXList WeaponFX_SCUDMissileDetonationExplosive
4957  
4958    ViewShake 
4959      Type = SEVERE
4960    End
4961  
4962    Sound
4963      Name = ExplosionScudExplosive
4964    End
4965  
4966    ParticleSystem
4967      Name = ScudMissleLauncherExplosionArms
4968      Offset = X:0.0 Y:0.0 Z:2.0
4969    End
4970  
4971    ParticleSystem
4972      Name = ScudMissleLauncherLenzFlare
4973      Offset = X:0.0 Y:0.0 Z:10.0
4974    End
4975  
4976    ParticleSystem
4977      Name = ScudMissleLauncherExplosionTrailArms
4978      Offset = X:0.0 Y:0.0 Z:15.0
4979    End
4980  
4981  End
4982  
4983  ; ----------------------------------------------
4984  FXList FX_ChinaPowerPlantDeath
4985  
4986    ViewShake 
4987      Type = SEVERE
4988    End
4989  
4990    Sound
4991      Name = ExplosionMiniNuke
4992    End
4993  
4994    ParticleSystem
4995      Name = NukeCannonFlare
4996      InitialDelay = 0 0 UNIFORM   ;In milliseconds
4997      Offset = X:0.0 Y:0.0 Z:40.0
4998    End
4999  
5000    ParticleSystem
5001       Name = NukeCannonMushroomExplosion
5002       InitialDelay = 200 200 UNIFORM   ;In milliseconds
5003       Offset = X:0.0 Y:0.0 Z:40.0
5004    End
5005  
5006    ParticleSystem
5007      Name = NukeCannonMushroomCloudRing
5008      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
5009      Offset = X:0.0 Y:0.0 Z:45.0
5010    End
5011  
5012    ParticleSystem
5013      Name = NukeCannonRing
5014      Offset = X:0.0 Y:0.0 Z:5.0
5015    End
5016  
5017    ParticleSystem
5018      Name = NukeCannonBlastWave
5019      InitialDelay = 300 300 UNIFORM   ;In milliseconds
5020      Offset = X:0.0 Y:0.0 Z:10.0
5021    End
5022  
5023    ParticleSystem
5024      Name = NukeCannonShockwaveInverted
5025      InitialDelay = 300 300 UNIFORM   ;In milliseconds
5026      Offset = X:0.0 Y:0.0 Z:20.0
5027    End
5028  
5029    ParticleSystem
5030      Name = NukeCannonMushroomStem
5031      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
5032      Offset = X:0.0 Y:0.0 Z:20.0
5033    End
5034  
5035    ParticleSystem
5036      Name = NukeCannonShockwave
5037      InitialDelay = 200 200 UNIFORM   ;In milliseconds
5038      Offset = X:0.0 Y:0.0 Z:20.0
5039    End
5040  
5041    ParticleSystem
5042      Name = NukeCannonMushroomRing
5043      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
5044      Offset = X:0.0 Y:0.0 Z:35.0
5045    End
5046  
5047  End
5048  
5049  ; ----------------------------------------------
5050  FXList WeaponFX_NukeCannon
5051  
5052    ViewShake 
5053      Type = SEVERE
5054    End
5055  
5056    Sound
5057      Name = ExplosionMiniNuke
5058    End
5059  
5060    ParticleSystem
5061      Name = NukeCannonFlare
5062      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5063      Offset = X:0.0 Y:0.0 Z:40.0
5064    End
5065  
5066    ParticleSystem
5067       Name = NukeCannonMushroomExplosion
5068       InitialDelay = 200 200 UNIFORM   ;In milliseconds
5069       Offset = X:0.0 Y:0.0 Z:40.0
5070    End
5071  
5072    ParticleSystem
5073      Name = NukeCannonMushroomCloudRing
5074      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
5075      Offset = X:0.0 Y:0.0 Z:45.0
5076    End
5077  
5078    ParticleSystem
5079      Name = NukeCannonRing
5080      Offset = X:0.0 Y:0.0 Z:5.0
5081    End
5082  
5083    ParticleSystem
5084      Name = NukeCannonBlastWave
5085      InitialDelay = 300 300 UNIFORM   ;In milliseconds
5086      Offset = X:0.0 Y:0.0 Z:10.0
5087    End
5088  
5089    ParticleSystem
5090      Name = NukeCannonShockwaveInverted
5091      InitialDelay = 300 300 UNIFORM   ;In milliseconds
5092      Offset = X:0.0 Y:0.0 Z:20.0
5093    End
5094  
5095    ParticleSystem
5096      Name = NukeCannonMushroomStem
5097      InitialDelay = 200 200 UNIFORM   ;In milliseconds
5098      Offset = X:0.0 Y:0.0 Z:20.0
5099    End
5100  
5101    ParticleSystem
5102      Name = NukeCannonMushroomRing
5103      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
5104      Offset = X:0.0 Y:0.0 Z:35.0
5105    End
5106  
5107  End
5108  
5109  ; ----------------------------------------------
5110  FXList WeaponFX_BaikonurRocket
5111    ViewShake 
5112      Type = SEVERE
5113    End
5114  
5115    Sound
5116      Name = ExplosionMiniNuke
5117    End
5118  
5119    ParticleSystem
5120      Name = NukeCannonFlare
5121      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5122      Offset = X:0.0 Y:0.0 Z:40.0
5123    End
5124  
5125    ParticleSystem
5126       Name = NukeCannonMushroomExplosion
5127       InitialDelay = 200 200 UNIFORM   ;In milliseconds
5128       Offset = X:0.0 Y:0.0 Z:40.0
5129    End
5130  
5131    ParticleSystem
5132      Name = NukeCannonMushroomCloudRing
5133      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
5134      Offset = X:0.0 Y:0.0 Z:45.0
5135    End
5136  
5137    ParticleSystem
5138      Name = NukeCannonRing
5139      Offset = X:0.0 Y:0.0 Z:5.0
5140    End
5141  
5142    ParticleSystem
5143      Name = NukeCannonBlastWave
5144      InitialDelay = 500 500 UNIFORM   ;In milliseconds
5145      Offset = X:0.0 Y:0.0 Z:10.0
5146    End
5147  
5148    ParticleSystem
5149      Name = NukeCannonShockwaveInverted
5150      InitialDelay = 300 300 UNIFORM   ;In milliseconds
5151      Offset = X:0.0 Y:0.0 Z:20.0
5152    End
5153  
5154    ParticleSystem
5155      Name = NukeCannonMushroomStem
5156      InitialDelay = 200 200 UNIFORM   ;In milliseconds
5157      Offset = X:0.0 Y:0.0 Z:20.0
5158    End
5159  
5160    ParticleSystem
5161      Name = NukeCannonMushroomRing
5162      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
5163      Offset = X:0.0 Y:0.0 Z:35.0
5164    End
5165  
5166  End
5167  
5168  ; ----------------------------------------------
5169  FXList FX_CarpetBomb
5170  
5171   ViewShake 
5172      Type = SEVERE
5173    End
5174  
5175    ParticleSystem
5176      Name = UpgradeCarpetBombExplosion
5177      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5178      Offset = X:0.0 Y:0.0 Z:0.0
5179    End 
5180  
5181    ParticleSystem
5182      Name = UpgradeCarpetBombWave
5183      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5184      Offset = X:0.0 Y:0.0 Z:0.0
5185    End 
5186  
5187    ParticleSystem
5188      Name = UpgradeCarpetBombExplosionPuff
5189      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5190      Offset = X:0.0 Y:0.0 Z:0.0
5191    End
5192  
5193  ParticleSystem
5194      Name = UpgradeCarpetBombLenzflare
5195      Offset = X:0.0 Y:0.0 Z:10.0
5196    End
5197  
5198    Sound
5199      Name = ExplosionCarpetBomb
5200    End
5201  End
5202  
5203  ; ----------------------------------------------
5204  FXList FX_CINE_CarpetBomb
5205  
5206   ViewShake 
5207      Type = SEVERE
5208    End
5209    TerrainScorch
5210      Type = RANDOM 
5211      Radius = 50
5212    End
5213  
5214    ParticleSystem
5215      Name = UpgradeCarpetBombExplosion
5216      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5217      Offset = X:0.0 Y:0.0 Z:0.0
5218    End 
5219  
5220    ParticleSystem
5221      Name = UpgradeCarpetBombWave
5222      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5223      Offset = X:0.0 Y:0.0 Z:0.0
5224    End 
5225  
5226    ParticleSystem
5227      Name = UpgradeCarpetBombExplosionPuff
5228      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5229      Offset = X:0.0 Y:0.0 Z:0.0
5230    End
5231  
5232  ParticleSystem
5233      Name = UpgradeCarpetBombLenzflare
5234      Offset = X:0.0 Y:0.0 Z:10.0
5235    End
5236  
5237    Sound
5238      Name = ExplosionCarpetBomb
5239    End
5240  End
5241  
5242  ; ----------------------------------------------
5243  FXList FX_AuroraBombLaunch
5244    Sound
5245      Name = DaisyCutterWeapon
5246    End
5247  End
5248  
5249  ; ----------------------------------------------
5250  FXList FX_AuroraBombDetonate
5251  
5252    ParticleSystem
5253      Name = CarpetBombExplosion
5254      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5255      Offset = X:0.0 Y:0.0 Z:0.0
5256    End 
5257  
5258    ParticleSystem
5259      Name = CarpetBombWave
5260      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5261      Offset = X:0.0 Y:0.0 Z:0.0
5262    End 
5263  
5264    ParticleSystem
5265      Name = CarpetBombExplosionPuff
5266      InitialDelay = 0 0 UNIFORM   ;In milliseconds
5267      Offset = X:0.0 Y:0.0 Z:0.0
5268    End
5269  
5270    Sound
5271      Name = ExplosionCarpetBomb
5272    End
5273  End
5274  
5275  
5276  
5277  ; ----------------------------------------------
5278  FXList FX_A10ThunderboltMissileExplosion
5279  
5280    ParticleSystem
5281      Name = CarpetBombExplosion
5282     InitialDelay = 0 0 UNIFORM   ;In milliseconds
5283      Offset = X:0.0 Y:0.0 Z:0.0
5284    End 
5285  
5286    ParticleSystem
5287      Name = CarpetBombWave
5288     InitialDelay = 0 0 UNIFORM   ;In milliseconds
5289      Offset = X:0.0 Y:0.0 Z:0.0
5290    End 
5291  
5292    ParticleSystem
5293      Name = CarpetBombExplosionPuff
5294     InitialDelay = 0 0 UNIFORM   ;In milliseconds
5295      Offset = X:0.0 Y:0.0 Z:0.0
5296    End
5297  
5298    Sound
5299      Name = ExplosionCarpetBomb
5300    End
5301  End
5302  
5303  
5304  ; ----------------------------------------------
5305  
5306  FXList FX_BonusCrate
5307  
5308    ParticleSystem
5309      Name = BonusCrate01
5310     InitialDelay = 0 0 UNIFORM   ;In milliseconds
5311      Offset = X:0.0 Y:0.0 Z:0.0
5312    End 
5313  
5314    ParticleSystem
5315      Name = BonusCrateFlash
5316     InitialDelay = 0 0 UNIFORM   ;In milliseconds
5317      Offset = X:0.0 Y:0.0 Z:0.0
5318    End
5319  
5320  End
5321  ; -----------------------------------------------------------------------------
5322  ; FX list when the dam becomes damaged from pristine 
5323  ; -----------------------------------------------------------------------------
5324  FXList FX_DamDamaged
5325  
5326    Sound
5327      Name = DamBreakStage1
5328    End
5329  
5330  End
5331  
5332  ; -----------------------------------------------------------------------------
5333  ; FX list when the dam becomes really damaged from damaged
5334  ; -----------------------------------------------------------------------------
5335  FXList FX_DamReallyDamaged
5336  
5337    Sound
5338      Name = DamBreakStage2
5339    End
5340  
5341  End
5342  
5343  ; -----------------------------------------------------------------------------
5344  ; FX list when the dam becomes rubble 
5345  ; -----------------------------------------------------------------------------
5346  FXList FX_DamRubble
5347  
5348    Sound
5349      Name = DamBreakStage3
5350    End
5351  
5352  End
5353  
5354  ; -----------------------------------------------------------------------------
5355  ; generic smoke and fire for burning buildings 
5356  ; -----------------------------------------------------------------------------
5357  FXList FX_SmolderingFlame
5358    ParticleSystem
5359      Name = SmolderingFire
5360    End
5361    ParticleSystem
5362      Name = SmolderingSmoke
5363    End
5364  End
5365  
5366  ; -----------------------------------------------------------------------------
5367  ; FX list when FireStorm is called
5368  ; -----------------------------------------------------------------------------
5369  FXList FX_FireStorm
5370    Sound
5371      Name = FireStorm
5372    End
5373  End
5374  
5375  ; -----------------------------------------------------------------------------
5376  ; FX list when black napalm firestorm is called
5377  ; -----------------------------------------------------------------------------
5378  FXList FX_BlackNapalmFireStorm
5379    Sound
5380      Name = BlackNapalmFireStorm
5381    End
5382  End
5383  
5384  ; -----------------------------------------------------------------------------
5385  ; FX list when FlashBangBuilding is called
5386  ; -----------------------------------------------------------------------------
5387  FXList FX_FlashBangBuilding
5388   
5389    ParticleSystem
5390      Name = FlashBangBuildingFlash
5391      OrientToObject = Yes
5392    End
5393  
5394    ParticleSystem
5395      Name = FlashBangBuildingSpark
5396      OrientToObject = Yes
5397    End
5398  
5399    ParticleSystem
5400      Name = FlashBangBuildingSmoke
5401      OrientToObject = Yes
5402    End
5403  End
5404  
5405  ;------------------------------------------------------------------------------------
5406  FXList FX_MakeCarBombSuccess
5407    Sound
5408      Name = TerroristCarBomb
5409    End
5410  End
5411  
5412  ; -----------------------------------------------------------------------------------
5413  ; note, this FXList should use the same sound as the RangerFlashBang weapon,
5414  ; and a similar light/explosion.
5415  FXList FX_FlashBangGarrisonBuildingHit
5416  
5417    LightPulse 
5418      Color = R:255 G:255 B:255 
5419      Radius = 100 
5420      ; this is a new option for LightPulse. If present (and nonzero), and the 
5421      ; FXList is applied  to an Object (rather than a Position), it overrides 
5422      ; the value of "Radius" by applying the given percentage of the Object's bounding circle.
5423      RadiusAsPercentOfObjectSize = 150%
5424      IncreaseTime = 0 
5425      DecreaseTime = 2000
5426    End
5427  
5428    Sound
5429      Name = TankDie
5430    End
5431  
5432    FXListAtBonePos
5433      FX = FX_FlashBangBuilding
5434      BoneName = FIREPOINT
5435      OrientToBone = Yes
5436    End
5437  
5438  End
5439  
5440  ;------------------------------------------------------------------------------
5441  ; FX played when a building gets cleared by the Toxin Truck
5442  ;------------------------------------------------------------------------------
5443  
5444  FXList FX_ToxinBuildingClear
5445  
5446    ParticleSystem
5447      Name           = ToxinBuildingClearSpray
5448      OrientToObject = yes
5449    End
5450    
5451  ;  Sound 
5452  ;    Name           = RaptorDie
5453  ;  End
5454  
5455  End
5456  
5457  ;------------------------------------------------------------------------------
5458  ; FX played when a building gets cleared by the Upgraded Toxin Truck
5459  ;------------------------------------------------------------------------------
5460  
5461  FXList FX_ToxinUpgradedBuildingClear
5462  
5463    ParticleSystem
5464      Name           = ToxinUpgradedBuildingClearSpray
5465      OrientToObject = yes
5466    End
5467    
5468  ;  Sound 
5469  ;    Name           = RaptorDie
5470  ;  End
5471  
5472  End
5473  
5474  ;------------------------------------------------------------------------------
5475  ; FX played when a building gets cleared by the Dragon Tank
5476  ;------------------------------------------------------------------------------
5477  
5478  FXList FX_FlameBuildingClear
5479  
5480    ParticleSystem
5481      Name           = FlameBuildingSpray
5482      OrientToObject = yes
5483    End
5484    
5485  ;  Sound 
5486  ;    Name           = RaptorDie
5487  ;  End
5488  
5489  End
5490  
5491  ; -----------------------------------------------------------------------------------
5492  ; FX played when a Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing
5493  ; -----------------------------------------------------------------------------------
5494  
5495  FXList FX_ToxinStreamGarrisonBuildingHit
5496  
5497    LightPulse 
5498      Color = R:255 G:255 B:255 
5499      Radius = 100 
5500      RadiusAsPercentOfObjectSize = 150%
5501      IncreaseTime = 0 
5502      DecreaseTime = 2000
5503    End
5504  
5505    Sound
5506      Name = TankDie
5507    End
5508  
5509    FXListAtBonePos
5510      FX = FX_ToxinBuildingClear
5511      BoneName = FIREPOINT
5512      OrientToBone = Yes
5513    End
5514  
5515  End
5516  
5517  ; -----------------------------------------------------------------------------------
5518  ; FX played when an Upgraded Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing
5519  ; -----------------------------------------------------------------------------------
5520  
5521  FXList FX_ToxinStreamUpgradedGarrisonBuildingHit
5522  
5523    LightPulse 
5524      Color = R:255 G:255 B:255 
5525      Radius = 100 
5526      RadiusAsPercentOfObjectSize = 150%
5527      IncreaseTime = 0 
5528      DecreaseTime = 2000
5529    End
5530  
5531    Sound
5532      Name = TankDie
5533    End
5534  
5535    FXListAtBonePos
5536      FX = FX_ToxinUpgradedBuildingClear
5537      BoneName = FIREPOINT
5538      OrientToBone = Yes
5539    End
5540  
5541  End
5542  
5543  ; -----------------------------------------------------------------------------------
5544  ; FX played when a Flame Stream hits a garrisoned building and does Urban Combat Bldg clearing
5545  ; -----------------------------------------------------------------------------------
5546  FXList FX_DragonFlameGarrisonBuildingHit
5547  
5548    LightPulse 
5549      Color = R:255 G:255 B:255 
5550      Radius = 100 
5551      RadiusAsPercentOfObjectSize = 150%
5552      IncreaseTime = 0 
5553      DecreaseTime = 2000
5554    End
5555  
5556    Sound
5557      Name = TankDie
5558    End
5559  
5560    FXListAtBonePos
5561      FX = FX_FlameBuildingClear
5562      BoneName = FIREPOINT
5563      OrientToBone = Yes
5564    End
5565  
5566  End
5567  
5568  ;------------------------------------------------------------------------------
5569  ;Jet Cargo has just been killed 
5570  ;------------------------------------------------------------------------------
5571  FXList FX_JetBigDeathInitial
5572  
5573  ;  ParticleSystem
5574  ;    Name           = JetExplosionTrailArms
5575  ;    OrientToObject = yes
5576  ;  End
5577    
5578    ParticleSystem
5579      Name           = JetBigExplosionInitial
5580      OrientToObject = yes
5581    End
5582  
5583    ParticleSystem
5584      Name           = JetBigExplosionLenzflare
5585      OrientToObject = yes
5586    End
5587  
5588    Sound 
5589     Name            = CargoJetDie
5590    End
5591  
5592  End
5593  
5594  ;------------------------------------------------------------------------------
5595  ; Big plane has just been killed 
5596  ;------------------------------------------------------------------------------
5597  FXList FX_BigPlaneDeath
5598  
5599    ParticleSystem
5600      Name           = JetExplosionTrailArms
5601      OrientToObject = yes
5602    End
5603    
5604    ParticleSystem
5605      Name           = JetBigExplosion
5606      OrientToObject = yes
5607    End
5608  
5609    ParticleSystem
5610      Name           = JetBigExplosionLenzflare
5611      OrientToObject = yes
5612    End
5613  
5614    Sound 
5615      Name           = CargoJetFlambe
5616    End
5617  
5618  End
5619  
5620  ;------------------------------------------------------------------------------
5621  FXList FX_RaptorDeathInitial
5622    ParticleSystem
5623      Name           = JetExplosionTrailArms
5624      OrientToObject = yes
5625    End
5626    ParticleSystem
5627      Name           = JetExplosion
5628      OrientToObject = yes
5629    End
5630    ParticleSystem
5631      Name           = JetDebris
5632      OrientToObject = yes
5633    End
5634    Sound 
5635      Name           = RaptorDie
5636    End
5637    Sound 
5638      Name           = RaptorVoiceFalling
5639    End
5640  End
5641  
5642  ;------------------------------------------------------------------------------
5643  FXList FX_AuroraDeathInitial
5644    ParticleSystem
5645      Name           = JetExplosionTrailArms
5646      OrientToObject = yes
5647    End
5648    ParticleSystem
5649      Name           = JetExplosion
5650      OrientToObject = yes
5651    End
5652    ParticleSystem
5653      Name           = JetDebris
5654      OrientToObject = yes
5655    End
5656    Sound 
5657      Name           = RaptorDie
5658    End
5659    Sound 
5660      Name           = AuroraBomberVoiceFalling
5661    End
5662  End
5663  
5664  ;------------------------------------------------------------------------------
5665  FXList FX_StealthFighterDeathInitial
5666    ParticleSystem
5667      Name           = JetExplosionTrailArms
5668      OrientToObject = yes
5669    End
5670    ParticleSystem
5671      Name           = JetExplosion
5672      OrientToObject = yes
5673    End
5674    ParticleSystem
5675      Name           = JetDebris
5676      OrientToObject = yes
5677    End
5678    Sound 
5679      Name           = RaptorDie
5680    End
5681    Sound 
5682      Name           = StealthFighterVoiceFalling
5683    End
5684  End
5685  
5686  ;------------------------------------------------------------------------------
5687  FXList FX_MigDeathInitial
5688    ParticleSystem
5689      Name           = JetExplosionTrailArms
5690      OrientToObject = yes
5691    End
5692    ParticleSystem
5693      Name           = JetExplosion
5694      OrientToObject = yes
5695    End
5696    ParticleSystem
5697      Name           = JetDebris
5698      OrientToObject = yes
5699    End
5700    Sound 
5701      Name           = RaptorDie
5702    End
5703    Sound 
5704      Name           = MigVoiceFalling
5705    End
5706  End
5707  
5708  ;------------------------------------------------------------------------------
5709  ;Jet has just been killed 
5710  ;------------------------------------------------------------------------------
5711  FXList FX_JetDeathInitial
5712  
5713    ParticleSystem
5714      Name           = JetExplosionTrailArms
5715      OrientToObject = yes
5716    End
5717    
5718    ParticleSystem
5719      Name           = JetExplosion
5720      OrientToObject = yes
5721    End
5722  
5723    ParticleSystem
5724      Name           = JetDebris
5725      OrientToObject = yes
5726    End
5727  
5728    Sound 
5729      Name           = RaptorDie
5730    End
5731  
5732  End
5733  
5734  ;------------------------------------------------------------------------------
5735  ;Secondary explosion to take place after a delay specified in the 
5736  ;JetSlowDeathBehavior module
5737  ;------------------------------------------------------------------------------
5738  FXList FX_JetDeathSecondary
5739  
5740    ParticleSystem
5741      Name            = JetBurning
5742       AttachToObject = Yes
5743    End
5744  
5745  End
5746  
5747  ;------------------------------------------------------------------------------
5748  ;Dying jet just hit the ground
5749  ;------------------------------------------------------------------------------
5750  FXList FX_JetDeathHitGround
5751  
5752    ParticleSystem
5753      Name           = JetExplosionGroundDebris
5754      OrientToObject = yes
5755      Offset = X:6.0 Y:0.0 Z:2.0
5756    End
5757  
5758    ParticleSystem
5759      Name           = JetExplosionGroundDust
5760      OrientToObject = yes
5761      Offset = X:6.0 Y:0.0 Z:2.0
5762    End
5763  
5764    ParticleSystem
5765      Name           = JetExplosionGround
5766      OrientToObject = yes
5767      Offset = X:6.0 Y:0.0 Z:5.0
5768    End
5769  
5770    Sound 
5771      Name           = RaptorCrash
5772    End
5773  
5774  End
5775  
5776  ;------------------------------------------------------------------------------    
5777  ;Jet destruction FX when on ground/runway
5778  ;------------------------------------------------------------------------------
5779  FXList FX_JetOnGroundDeath
5780  
5781    ParticleSystem
5782      Name           = JetExplosionGroundDebris
5783      OrientToObject = Yes
5784      Offset         = X:0.0 Y:0.0 Z:2.0
5785    End
5786  
5787    ParticleSystem
5788      Name           = JetExplosionGroundDust
5789      OrientToObject = Yes
5790      Offset         = X:0.0 Y:0.0 Z:2.0
5791    End
5792  
5793  End
5794  
5795  ;------------------------------------------------------------------------------    
5796  ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
5797  ;determines when the jet is finally destroyed and removed from the game world
5798  ;------------------------------------------------------------------------------
5799  FXList FX_JetDeathFinalBlowUp
5800  
5801  ;  ParticleSystem
5802  ;    Name           = JetExplosionGroundDebris
5803  ;    OrientToObject = yes
5804  ;    Offset = X:0.0 Y:0.0 Z:2.0
5805  ;  End
5806  
5807  ;  ParticleSystem
5808  ;    Name           = JetExplosionGroundDust
5809  ;    OrientToObject = yes
5810  ;    Offset = X:0.0 Y:0.0 Z:2.0
5811  ;  End
5812  
5813  End
5814  
5815  ;------------------------------------------------------------------------------
5816  ;Big fireball to mask vanishing object for cinematic crash.
5817  ;------------------------------------------------------------------------------
5818  FXList FX_JetDeathFinalBlowUp_CinematicVersion
5819    ParticleSystem
5820      Name = JetExplosion
5821      OrientToObject = Yes
5822    End
5823    ParticleSystem
5824      Name = JetDebris
5825      OrientToObject = Yes
5826    End
5827    ParticleSystem
5828      Name = MammothTankSubExplosionSmoke 
5829      Count = 3
5830      Radius = 15 30 UNIFORM
5831      Height = 0 0 UNIFORM
5832      InitialDelay = 50 667 UNIFORM
5833      OrientToObject = Yes
5834    End
5835    ViewShake 
5836      Type = NORMAL
5837    End 
5838  End
5839  
5840  ; ------------------------------------------------------------
5841  ; cluster mine bomb hits ground and sprays out clustermines
5842  ; ------------------------------------------------------------
5843  FXList WeaponFX_ClusterMineImpact
5844    ParticleSystem 
5845      Name = ClusterMineDrop
5846    End
5847    ParticleSystem 
5848      Name = ClusterMineDropLenzflare
5849    End
5850    ParticleSystem 
5851      Name = ClusterMineDropRing
5852    End
5853  ; do we really want a scorch mark here? that seems to be a dead giveaway
5854  ; for "there are mines here"... (srj)
5855  ;  TerrainScorch
5856  ;    Type = RANDOM 
5857  ;    Radius = 15
5858  ;  End
5859    Sound
5860      Name = ExplosionClusterMine
5861    End
5862    ViewShake 
5863      Type = STRONG
5864    End
5865  End
5866  
5867  ; ------------------------------------------------------------
5868  ; EMPPulse bomb hits ground and detonates the PulseEffect
5869  ; ------------------------------------------------------------
5870  FXList WeaponFX_EMPPulseImpact
5871    ParticleSystem 
5872      Name = EMPLensFlare
5873    End
5874    ParticleSystem 
5875      Name = EMPLensFlare1
5876    End
5877   ParticleSystem 
5878      Name = EMPLensFlare2
5879    End
5880  ParticleSystem 
5881      Name = EMPRing
5882    End
5883  
5884    Sound
5885      Name = EMPPulseWhoosh
5886    End
5887    ViewShake 
5888      Type = STRONG
5889    End
5890  End
5891  
5892  
5893  ; -----------------------------------------------------------------------------
5894  ; FX list when FX_RangerCombatDropKill is called
5895  ; -----------------------------------------------------------------------------
5896  FXList FX_RangerCombatDropKillSingle
5897   
5898    ParticleSystem
5899      Name = FlashBangBuildingFlash
5900      OrientToObject = Yes
5901    End
5902  
5903    ParticleSystem
5904      Name = FlashBangBuildingSpark
5905      OrientToObject = Yes
5906    End
5907  
5908    ParticleSystem
5909      Name = FlashBangBuildingSmoke
5910      OrientToObject = Yes
5911    End
5912  
5913  
5914  End
5915  
5916  ; -----------------------------------------------------------------------------------
5917  FXList FX_RangerCombatDropKill
5918  
5919    LightPulse 
5920      Color = R:255 G:255 B:255 
5921      Radius = 100 
5922      ; this is a new option for LightPulse. If present (and nonzero), and the 
5923      ; FXList is applied  to an Object (rather than a Position), it overrides 
5924      ; the value of "Radius" by applying the given percentage of the Object's bounding circle.
5925      RadiusAsPercentOfObjectSize = 150%
5926      IncreaseTime = 0 
5927      DecreaseTime = 2000
5928    End
5929  
5930    Sound
5931      Name = RangerVoiceClearBuilding
5932    End
5933  
5934    FXListAtBonePos
5935      FX = FX_RangerCombatDropKillSingle
5936      BoneName = FIREPOINT
5937      OrientToBone = Yes
5938    End
5939  
5940  End
5941  
5942  ; -----------------------------------------------------------------------------
5943  ; FX List is executed at the position in the world the user clicked to
5944  ; execute the Demoralize super weapon
5945  ; -----------------------------------------------------------------------------
5946  ; sorry, demoralize is cut (srj)
5947  ;FXList FX_ExecuteDemoralize
5948  ;  Sound
5949  ;    Name = ExecuteDemoralize
5950  ;  End
5951  ;  LightPulse 
5952  ;    Color = R:255 G:0 B:0
5953  ;    Radius = 100 
5954  ;    IncreaseTime = 0
5955  ;    DecreaseTime = 2000
5956  ;  End
5957  ;End
5958  
5959  ; -----------------------------------------------------------------------------
5960  ; FX List called when a Bomb Truck is destroyed.
5961  ; -----------------------------------------------------------------------------
5962  FXList WeaponFX_BombTruckDefaultBombDetonation
5963    ViewShake 
5964      Type = SEVERE
5965    End
5966  
5967    Sound
5968      Name = ExplosionScudExplosive
5969    End
5970  
5971    ParticleSystem
5972      Name = BombTruckDefaultExplosionArms
5973      Offset = X:0.0 Y:0.0 Z:2.0
5974    End
5975  
5976    ParticleSystem
5977      Name = BombTruckDefaultLenzFlare
5978      Offset = X:0.0 Y:0.0 Z:1.0
5979    End
5980  
5981    ParticleSystem
5982      Name = BombTruckDefaultExplosionTrailArms
5983      InitialDelay = 100 100 UNIFORM   ;In milliseconds
5984      Offset = X:0.0 Y:0.0 Z:25.0
5985    End
5986  
5987  End
5988  
5989  ; -----------------------------------------------------------------------------
5990  ; DEMO GENERAL VARIANT
5991  ; FX List called when a Bomb Truck is destroyed.
5992  ; -----------------------------------------------------------------------------
5993  FXList Demo_WeaponFX_BombTruckDefaultBombDetonation
5994    ViewShake 
5995      Type = SEVERE
5996    End
5997  
5998    Sound
5999      Name = ExplosionScudExplosive
6000    End
6001  
6002    ParticleSystem
6003      Name = Demo_BombTruckDefaultExplosionArms
6004      Offset = X:0.0 Y:0.0 Z:2.0
6005    End
6006  
6007    ParticleSystem
6008      Name = Demo_BombTruckDefaultLenzFlare
6009      Offset = X:0.0 Y:0.0 Z:1.0
6010    End
6011  
6012    ParticleSystem
6013      Name = Demo_BombTruckDefaultExplosionTrailArms
6014      InitialDelay = 100 100 UNIFORM   ;In milliseconds
6015      Offset = X:0.0 Y:0.0 Z:25.0
6016    End
6017  
6018  End
6019  
6020  ;------------------------------------------------------------------------------------------
6021  FXList WeaponFX_BombTruckBioBombDetonation
6022    ViewShake 
6023      Type = STRONG
6024    End
6025  
6026    Sound
6027      Name = ExplosionScudExplosive
6028    End
6029  
6030    ParticleSystem
6031      Name = BombTruckBioExplosionArms
6032      Offset = X:0.0 Y:0.0 Z:2.0
6033    End
6034  
6035    ParticleSystem
6036      Name = BombTruckBioLenzFlare
6037      Offset = X:0.0 Y:0.0 Z:1.0
6038    End
6039  
6040    ParticleSystem
6041      Name = BombTruckBioExplosionTrailArms
6042      InitialDelay = 100 100 UNIFORM   ;In milliseconds
6043      Offset = X:0.0 Y:0.0 Z:25.0
6044    End
6045  
6046  End
6047  
6048  ;------------------------------------------------------------------------------------------
6049  FXList WeaponFX_BombTruckAnthraxBombDetonation
6050    ViewShake 
6051      Type = STRONG
6052    End
6053  
6054    Sound
6055      Name = ExplosionScudExplosive
6056    End
6057  
6058    ParticleSystem
6059      Name = BombTruckAnthraxExplosionArms
6060      Offset = X:0.0 Y:0.0 Z:2.0
6061    End
6062  
6063    ParticleSystem
6064      Name = BombTruckAnthraxLenzFlare
6065      Offset = X:0.0 Y:0.0 Z:1.0
6066    End
6067  
6068    ParticleSystem
6069      Name = BombTruckAnthraxExplosionTrailArms
6070      InitialDelay = 100 100 UNIFORM   ;In milliseconds
6071      Offset = X:0.0 Y:0.0 Z:25.0
6072    End
6073  
6074  End
6075  
6076  ;------------------------------------------------------------------------------------------
6077  FXList WeaponFX_BombTruckAnthraxGammaBombDetonation
6078    ViewShake 
6079      Type = STRONG
6080    End
6081  
6082    Sound
6083      Name = ExplosionScudExplosive
6084    End
6085  
6086    ParticleSystem
6087      Name = BombTruckAnthraxGammaExplosionArms
6088      Offset = X:0.0 Y:0.0 Z:2.0
6089    End
6090  
6091    ParticleSystem
6092      Name = BombTruckAnthraxGammaLenzFlare
6093      Offset = X:0.0 Y:0.0 Z:1.0
6094    End
6095  
6096    ParticleSystem
6097      Name = BombTruckAnthraxGammaExplosionTrailArms
6098      InitialDelay = 100 100 UNIFORM   ;In milliseconds
6099      Offset = X:0.0 Y:0.0 Z:25.0
6100    End
6101  
6102  End
6103  
6104  ;------------------------------------------------------------------------------------------
6105  FXList WeaponFX_BombTruckHighExplosiveBombDetonation
6106    ViewShake 
6107      Type = SEVERE
6108    End
6109  
6110    Sound
6111      Name = ExplosionScudExplosive
6112    End
6113  
6114    ParticleSystem
6115      Name = BombTruckHEExplosionArms
6116      Offset = X:0.0 Y:0.0 Z:2.0
6117    End
6118  
6119    ParticleSystem
6120      Name = BombTruckHELenzFlare
6121      Offset = X:0.0 Y:0.0 Z:10.0
6122    End
6123  
6124    ParticleSystem
6125      Name = BombTruckHEShockwave
6126      Offset = X:0.0 Y:0.0 Z:1.0
6127    End
6128  
6129    ParticleSystem
6130      Name = BombTruckHEExplosionTrailArms
6131      InitialDelay = 100 100 UNIFORM   ;In milliseconds
6132      Offset = X:0.0 Y:0.0 Z:25.0
6133    End
6134  
6135  End
6136  
6137  ;------------------------------------------------------------------------------------------
6138  FXList Demo_WeaponFX_BombTruckHighExplosiveBombDetonation
6139    ViewShake 
6140      Type = SEVERE
6141    End
6142  
6143    Sound
6144      Name = ExplosionScudExplosive
6145    End
6146  
6147    ParticleSystem
6148      Name = Demo_BombTruckHEExplosionArms
6149      Offset = X:0.0 Y:0.0 Z:2.0
6150    End
6151  
6152    ParticleSystem
6153      Name = Demo_BombTruckHELenzFlare
6154      Offset = X:0.0 Y:0.0 Z:10.0
6155    End
6156  
6157    ParticleSystem
6158      Name = Demo_BombTruckHEShockwave
6159      Offset = X:0.0 Y:0.0 Z:1.0
6160    End
6161  
6162    ParticleSystem
6163      Name = Demo_BombTruckHEExplosionTrailArms
6164      InitialDelay = 100 100 UNIFORM   ;In milliseconds
6165      Offset = X:0.0 Y:0.0 Z:25.0
6166    End
6167  
6168  End
6169  
6170  ;------------------------------------------------------------------------------------------
6171  FXList WeaponFX_BombTruckHighExplosiveBioBombDetonation
6172    ViewShake 
6173      Type = SEVERE
6174    End
6175  
6176    Sound
6177      Name = ExplosionScudExplosive
6178    End
6179  
6180    ParticleSystem
6181      Name = BombTruckHEBioExplosionArms
6182      Offset = X:0.0 Y:0.0 Z:2.0
6183    End
6184  
6185    ParticleSystem
6186      Name = BombTruckHEBioLenzFlare
6187      Offset = X:0.0 Y:0.0 Z:10.0
6188    End
6189  
6190    ParticleSystem
6191      Name = BombTruckHEBioShockwave
6192      Offset = X:0.0 Y:0.0 Z:1.0
6193    End
6194  
6195    ParticleSystem
6196      Name = BombTruckHEBioExplosionTrailArms
6197      InitialDelay = 100 100 UNIFORM   ;In milliseconds
6198      Offset = X:0.0 Y:0.0 Z:25.0
6199    End
6200  
6201  End
6202  
6203  ;------------------------------------------------------------------------------------------
6204  FXList WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation
6205    ViewShake 
6206      Type = SEVERE
6207    End
6208  
6209    Sound
6210      Name = ExplosionScudExplosive
6211    End
6212  
6213    ParticleSystem
6214      Name = BombTruckHEAnthraxExplosionArms
6215      Offset = X:0.0 Y:0.0 Z:2.0
6216    End
6217  
6218    ParticleSystem
6219      Name = BombTruckHEAnthraxLenzFlare
6220      Offset = X:0.0 Y:0.0 Z:10.0
6221    End
6222  
6223    ParticleSystem
6224      Name = BombTruckHEAnthraxShockwave
6225      Offset = X:0.0 Y:0.0 Z:1.0
6226    End
6227  
6228    ParticleSystem
6229      Name = BombTruckHEAnthraxExplosionTrailArms
6230      InitialDelay = 100 100 UNIFORM   ;In milliseconds
6231      Offset = X:0.0 Y:0.0 Z:25.0
6232    End
6233  
6234  End
6235  
6236  ; -----------------------------------------------------------------------------
6237  FXList FX_BridgeDamaged01
6238    ParticleSystem 
6239      Name = TreeBounceDust
6240    End
6241  End
6242  
6243  ; -----------------------------------------------------------------------------
6244  FXList FX_BridgeRepaired01
6245    ParticleSystem 
6246      Name = TankStruckSparks
6247      Height = 10 10 CONSTANT
6248    End
6249  End
6250  
6251  ; ----------------------------------------------
6252  FXList FX_BombTruckDisguiseReveal
6253    ;ParticleSystem 
6254    ;  Name = TankStruckSmoke
6255    ;  Height = 10 10 CONSTANT
6256    ;End
6257    ;ParticleSystem 
6258    ;  Name = TankStruckSparks
6259    ;  Height = 10 10 CONSTANT
6260    ;End
6261    LightPulse 
6262      Color = R:255 G:255 B:128 
6263      Radius = 30 
6264      IncreaseTime = 0 
6265      DecreaseTime = 500
6266    End
6267    ;Sound
6268    ;  Name = VehicleImpactHeavy
6269    ;End
6270  End
6271  
6272  ; ----------------------------------------------
6273  FXList FX_BombTruckDisguise
6274    ;ParticleSystem 
6275    ;  Name = TankStruckSmoke
6276    ;  Height = 10 10 CONSTANT
6277    ;End
6278    ;ParticleSystem 
6279    ;  Name = TankStruckSparks
6280    ;  Height = 10 10 CONSTANT
6281    ;End
6282    LightPulse 
6283      Color = R:255 G:255 B:128 
6284      Radius = 30 
6285      IncreaseTime = 0 
6286      DecreaseTime = 500
6287    End
6288    ;Sound
6289    ;  Name = VehicleImpactHeavy
6290    ;End
6291  End
6292  
6293  ; ----------------------------------------------
6294  ; used when a missile is exploded via AA fire
6295  FXList FX_GenericMissileDeath
6296    Sound
6297      Name = CarDie
6298    End
6299    ParticleSystem
6300      Name = Explosion
6301    End
6302    ParticleSystem
6303      Name = ExplosionSmoke
6304    End
6305  End
6306  
6307  ; ----------------------------------------------
6308  FXList FX_GenericMissileDisintegrate
6309    ParticleSystem 
6310      Name = GenericLaserHit
6311      Height = 0 0 CONSTANT
6312    End
6313    ParticleSystem 
6314      Name = TankStruckSparks
6315      Height = 0 0 CONSTANT
6316    End
6317    LightPulse 
6318      Color = R:255 G:64 B:64 
6319      Radius = 30 
6320      IncreaseTime = 0 
6321      DecreaseTime = 500
6322    End
6323    Sound
6324  ;    Name = VehicleImpactHeavy
6325    End
6326  End
6327  
6328  ; ----------------------------------------------
6329  
6330  FXList FX_ChemicalFactoryExplosion
6331  
6332    ViewShake 
6333      Type = SEVERE
6334    End
6335  
6336    Sound
6337      Name = ExplosionMiniNuke
6338    End
6339  
6340    ParticleSystem
6341      Name = ChemicalFactoryGreenGasThick
6342      InitialDelay = 0 0 UNIFORM   ;The green gas
6343      Offset = X:0.0 Y:0.0 Z:10.0
6344    End
6345  
6346    ParticleSystem
6347       Name = ChemicalExplosionMushroom
6348       InitialDelay = 200 200 UNIFORM   ;In milliseconds
6349       Offset = X:0.0 Y:0.0 Z:20.0
6350    End
6351  
6352  ;  ParticleSystem
6353  ;    Name = NukeGLAMushroomCloudRing
6354  ;    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6355  ;    Offset = X:0.0 Y:0.0 Z:105.0
6356  ;  End
6357  
6358  ;  ParticleSystem
6359  ;    Name = NukeGLARing
6360  ;    Offset = X:0.0 Y:0.0 Z:5.0
6361  ;  End
6362  
6363  ;  ParticleSystem
6364  ;    Name = NukeGLABlastWave
6365  ;    InitialDelay = 300 300 UNIFORM   ;In milliseconds
6366  ;    ;Offset = X:0.0 Y:0.0 Z:45.0
6367  ;    Offset = X:0.0 Y:0.0 Z:15.0
6368  ;  End
6369  
6370  ;  ParticleSystem
6371  ;    Name = NukeGLAShockwaveInverted
6372  ;    InitialDelay = 300 300 UNIFORM   ;In milliseconds
6373  ;    Offset = X:0.0 Y:0.0 Z:20.0
6374  ;  End
6375  
6376  ;  ParticleSystem
6377  ;    Name = NukeGLAMushroomStem
6378  ;    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6379  ;    Offset = X:0.0 Y:0.0 Z:20.0
6380  ;  End
6381  
6382  ;  ParticleSystem
6383  ;    Name = NukeGLAShockwave
6384  ;    InitialDelay = 200 200 UNIFORM   ;In milliseconds
6385  ;    Offset = X:0.0 Y:0.0 Z:20.0
6386  ;  End
6387  
6388  ;  ParticleSystem
6389  ;    Name = NukeGLAMushroomRing
6390  ;    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
6391  ;    Offset = X:0.0 Y:0.0 Z:50.0
6392  ;  End
6393  
6394  
6395  End
6396  
6397  
6398  ; ----------------------------------------------
6399  FXList WeaponFX_EruptionOfToxicGooLarge
6400    ViewShake 
6401      Type = SUBTLE
6402    End
6403    LightPulse 
6404      Color = R:0 G:128 B:51 
6405      Radius = 30 
6406      IncreaseTime = 0 
6407      DecreaseTime = 2333
6408    End
6409    ParticleSystem
6410      Name = ToxicGooDebrisLarge
6411    End
6412    Sound 
6413      Name = ToxicGooSplash
6414    End
6415  End
6416  
6417  ; ----------------------------------------------
6418  FXList WeaponFX_EruptionOfToxicGooSmall
6419    ViewShake 
6420      Type = SUBTLE
6421    End
6422    LightPulse 
6423      Color = R:0 G:128 B:51 
6424      Radius = 30 
6425      IncreaseTime = 0 
6426      DecreaseTime = 2333
6427    End
6428    ParticleSystem
6429      Name = ToxicGooDebrisSmall
6430    End
6431    Sound 
6432      Name = ToxicGooSplash
6433    End
6434  End
6435  
6436  ; ----------------------------------------------
6437  FXList FX_TechRadioStationOwnedPulse
6438    ParticleSystem
6439      Name = TechRadioStationOwnedRing
6440      Offset = X:0.0 Y:0.0 Z:50.0
6441      OrientToObject = Yes
6442    End
6443  End
6444  
6445  ; ----------------------------------------------
6446  FXList FX_PropagandaTowerPropagandaPulse
6447    ParticleSystem
6448      Name = SonicRange
6449      Offset = X:0.0 Y:0.0 Z:50.0
6450      OrientToObject = Yes
6451    End
6452  End
6453  
6454  ; ----------------------------------------------
6455  FXList FX_PropagandaTowerSubliminalPulse
6456    ParticleSystem
6457      Name = SonicRangeUpgraded
6458      Offset = X:0.0 Y:0.0 Z:50.0
6459      OrientToObject = Yes
6460    End
6461  End
6462  
6463  ; ----------------------------------------------
6464  FXList FX_OverlordPropagandaTowerPropagandaPulse
6465    ParticleSystem
6466      Name = SonicRange
6467      Offset = X:0.0 Y:0.0 Z:8.0
6468      OrientToObject = Yes
6469    End
6470  End
6471  
6472  ; ----------------------------------------------
6473  FXList FX_OverlordPropagandaTowerSubliminalPulse
6474    ParticleSystem
6475      Name = SonicRangeUpgraded
6476      Offset = X:0.0 Y:0.0 Z:8.0
6477      OrientToObject = Yes
6478    End
6479  End
6480  
6481  ; ----------------------------------------------
6482  FXList FX_ECMTankMissileJammerPulse
6483    ParticleSystem
6484      Name = SonicRange1
6485      Offset = X:0.0 Y:0.0 Z:10.0
6486      OrientToObject = Yes
6487    End
6488  End
6489  
6490  ; -----------------------------------------------------------------------------
6491  FXList FX_ToxicTankDamageTransition
6492    ParticleSystem
6493      Name = ToxicExplosionLarge
6494      Offset = X:0 Y:0 Z:0
6495    End
6496    ParticleSystem
6497      Name = ToxinLenzflare
6498      Offset = X:0 Y:0 Z:0
6499    End
6500    LightPulse 
6501      Color = R:128 G:255 B:32 
6502      Radius = 60 
6503      IncreaseTime = 100 
6504      DecreaseTime = 1500
6505    End  
6506    ViewShake 
6507      Type = SEVERE
6508    End
6509    Sound
6510      Name = Explosion
6511    End
6512  End
6513  
6514  ; -----------------------------------------------------------------------------
6515  FXList FX_ToxicBunkerDamageTransition
6516    ParticleSystem
6517      Name = ToxicExplosionLargeUpgraded
6518      Offset = X:0 Y:0 Z:0
6519    End
6520    ParticleSystem
6521      Name = ToxinLenzflareUpgraded
6522      Offset = X:0 Y:0 Z:0
6523    End
6524    LightPulse 
6525      Color = R:64 G:64 B:255 
6526      Radius = 60 
6527      IncreaseTime = 100 
6528      DecreaseTime = 1500
6529    End  
6530    ViewShake 
6531      Type = SEVERE
6532    End
6533    Sound
6534      Name = Explosion
6535    End
6536  End
6537  
6538  ; ----------------------------------------------
6539  ; weapon fx for Artillery Barrage
6540  ; ----------------------------------------------
6541  FXList FX_ArtilleryBarrage
6542    ViewShake 
6543      Type = SUBTLE
6544    End
6545    TerrainScorch
6546      Type = RANDOM 
6547      Radius = 15
6548    End
6549    LightPulse 
6550      Color = R:255 G:128 B:51 
6551      Radius = 30 
6552      IncreaseTime = 0 
6553      DecreaseTime = 2333
6554    End
6555    ParticleSystem
6556      Name = ArtilleryBarrageDebris
6557    End
6558    ParticleSystem
6559      Name = ArtilleryBarrageDust
6560    End
6561    ParticleSystem
6562      Name = ArtilleryBarrageShockwave
6563      Offset = X:0 Y:0 Z:2
6564    End
6565    Sound 
6566      Name = ExplosionCarpetBomb
6567    End
6568  End
6569  
6570  ; ----------------------------------------------
6571  ; weapon fx for Anthrax Bomb
6572  ; ----------------------------------------------
6573  FXList FX_AnthraxBomb
6574    ViewShake 
6575      Type = SUBTLE
6576    End
6577  ;  TerrainScorch
6578  ;    Type = RANDOM 
6579  ;    Radius = 15
6580  ;  End
6581  ;  LightPulse 
6582  ;    Color = R:255 G:128 B:51 
6583  ;    Radius = 30 
6584  ;    IncreaseTime = 0 
6585  ;    DecreaseTime = 2333
6586  ;  End
6587    ParticleSystem
6588      Name = AnthraxBombExplosion
6589    End
6590    ParticleSystem
6591      Name = AnthraxBombSpray
6592    End
6593    ParticleSystem
6594      Name = AnthraxBombLenzflare
6595      Offset = X:0 Y:0 Z:2
6596    End
6597    Sound 
6598      Name = ExplosionAnthraxBomb
6599    End
6600  End
6601  
6602  
6603  ; ----------------------------------------------
6604  FXList FX_LocomotiveExplode
6605    Sound
6606      Name = CarDie
6607    End
6608    ParticleSystem
6609      Name = MammothTankExplosionSmoke
6610    End
6611    ParticleSystem
6612      Name = BarrelExplosionDebris
6613      Count = 3
6614      Radius = 0 10 UNIFORM
6615      InitialDelay = 167 1000 UNIFORM
6616    End
6617    Sound
6618      Name = GasStationDie
6619    End
6620    ViewShake 
6621      Type = STRONG
6622    End
6623  End
6624  
6625  ; ----------------------------------------------
6626  FXList FX_RailroadTankCarExplode
6627    Sound
6628      Name = CarDie
6629    End
6630    ParticleSystem
6631      Name = MammothTankExplosionSmoke
6632    End
6633    ParticleSystem
6634      Name = BarrelExplosionDebris
6635      Count = 1
6636      Radius = 0 10 UNIFORM
6637      InitialDelay = 167 1000 UNIFORM
6638    End
6639    Sound
6640      Name = GasStationDie
6641    End
6642    ViewShake 
6643      Type = STRONG
6644    End
6645  End
6646  
6647  ; ----------------------------------------------
6648  FXList FX_RailroadWoodenCarExplode
6649    Sound
6650      Name = CarDie
6651    End
6652    ParticleSystem
6653      Name = MammothTankExplosionSmoke
6654    End
6655    ParticleSystem
6656      Name = BarrelExplosionDebris
6657      Count = 1
6658      Radius = 0 10 UNIFORM
6659      InitialDelay = 167 1000 UNIFORM
6660    End
6661    Sound
6662      Name = GasStationDie
6663    End
6664    ViewShake 
6665      Type = STRONG
6666    End
6667  End
6668  
6669  ; ----------------------------------------------
6670  FXList FX_RailroadCoalCarExplode
6671    Sound
6672      Name = CarDie
6673    End
6674    ParticleSystem
6675      Name = MammothTankExplosionSmoke
6676    End
6677    ParticleSystem
6678      Name = BarrelExplosionDebris
6679      Count = 1
6680      Radius = 0 10 UNIFORM
6681      InitialDelay = 167 1000 UNIFORM
6682    End
6683    Sound
6684      Name = GasStationDie
6685    End
6686    ViewShake 
6687      Type = STRONG
6688    End
6689  End
6690  
6691  ; ----------------------------------------------
6692  FXList FX_IRDetection
6693  ;  Sound
6694  ;    Name = CarDie
6695  ;  End
6696    ParticleSystem
6697      Name = IRDetectGrid
6698      Offset = X:0.0 Y:0.0 Z:2.0
6699    End
6700    ParticleSystem
6701      Name = IRDetectSonar
6702      Offset = X:0.0 Y:0.0 Z:2.0
6703    End
6704  End
6705  
6706  ; ----------------------------------------------------------------------------
6707  FXList FX_RailroadBridgeCollapse
6708    ViewShake 
6709      Type = SEVERE
6710    End
6711  
6712    ;BRIDGE SOUNDS-------------------------------
6713    Sound
6714      Name = BuildingToppleDelayMetal
6715    End 
6716    Sound
6717      Name = ExplosionDaisyCutter
6718    End 
6719    Sound
6720      Name = BuildingFallingMetal
6721    End 
6722    Sound
6723      Name = BuildingCollapse1
6724    End 
6725    Sound
6726      Name = RailroadBridgeMetalFatigue
6727    End 
6728    Sound
6729      Name = AvalancheCrack
6730    End 
6731    
6732    ;BOMB SMOKE----------------------------------
6733    ParticleSystem
6734      Name = StructureExplosionSmoke
6735    End
6736  
6737    ;SPLASH--------------------------------------------
6738    ParticleSystem
6739      Name = RiverSplashLarge
6740      InitialDelay = 5000 5000 UNIFORM   ;In milliseconds
6741      Offset = X:70.0 Y:0.0 Z:-156.0
6742    End
6743    ParticleSystem
6744      Name = RiverRippleHiLite
6745      InitialDelay = 5000 5000 UNIFORM   ;In milliseconds
6746      Offset = X:70.0 Y:0.0 Z:-156.0
6747    End
6748    Sound
6749      Name   = RiverSplash5000
6750    End 
6751    Sound
6752      Name   = DebrisBigMetal
6753    End 
6754  
6755    ParticleSystem
6756      Name = RiverSplashLarge
6757      InitialDelay = 6000 6000 UNIFORM   ;In milliseconds
6758      Offset = X:20.0 Y:0.0 Z:-156.0
6759    End
6760    ParticleSystem
6761      Name = RiverRippleHiLite
6762      InitialDelay = 6000 6000 UNIFORM   ;In milliseconds
6763      Offset = X:20.0 Y:0.0 Z:-156.0
6764    End
6765    Sound
6766      Name   = RiverSplash6000
6767    End 
6768    Sound
6769      Name   = DebrisBigMetal
6770    End 
6771  
6772    ParticleSystem
6773      Name = RiverSplashLarge
6774      InitialDelay = 7000 7000 UNIFORM   ;In milliseconds
6775      Offset = X:-20.0 Y:0.0 Z:-156.0
6776    End
6777    ParticleSystem
6778      Name = RiverRippleHiLite
6779      InitialDelay = 7000 7000 UNIFORM   ;In milliseconds
6780      Offset = X:-20.0 Y:0.0 Z:-156.0
6781    End
6782    Sound
6783      Name   = RiverSplash7000
6784    End 
6785    Sound
6786      Name   = DebrisBigMetal
6787    End 
6788  
6789    ;DEBRIS-------------------------------------------
6790    ParticleSystem
6791      Name = StructureDamagedDebris
6792    End
6793  End
6794  
6795  
6796  
6797  ; ----------------------------------------------------------------------------
6798  ; This is the Big special train wreck sequence
6799  ; ----------------------------------------------------------------------------
6800  FXList FX_SpectacularTrainWreck
6801  
6802    ; put train crash sounds here
6803  
6804  End
6805  
6806  ; -----------------------------------------------------------------------------
6807  ; The vehicle-crashes-into-building effect
6808  ; -----------------------------------------------------------------------------
6809  FXList FX_VehicleCrashesIntoBuilding
6810    ParticleSystem
6811      Name = CarCrushDebris
6812    End
6813    ParticleSystem
6814      Name = HotPillarArms
6815    End
6816    Sound
6817      Name = ComancheCrash
6818    End 
6819    ViewShake 
6820      Type = SUBTLE
6821    End
6822  End
6823  
6824  ; -----------------------------------------------------------------------------
6825  ; Paladin tank fires point defense laser
6826  ; -----------------------------------------------------------------------------
6827  FXList WeaponFX_PaladinPointDefenseLaser 
6828  
6829    Sound
6830      Name = PaladinPointDefenseLaserPulse
6831    End
6832    
6833  End
6834  
6835  
6836  ; -----------------------------------------------------------------------------
6837  ; Avenger uses his laser designator
6838  ; -----------------------------------------------------------------------------
6839  FXList WeaponFX_AvengerTargetDesignator 
6840    Sound
6841      Name = NoSound
6842    End
6843  End
6844  
6845  
6846  ; -----------------------------------------------------------------------------
6847  ; The Large Structure Death Effect
6848  ; -----------------------------------------------------------------------------
6849  FXList FX_StructureLargeDeath
6850    ParticleSystem
6851      Name = StructureTransitionLargeSmoke
6852    End
6853    ParticleSystem
6854      Name = StructureTransitionLargeExplosion
6855    End
6856    ParticleSystem
6857      Name = StructureTransitionLargeShockwave
6858    End
6859    ParticleSystem
6860      Name = StructureTransitionLargeFlare
6861    End
6862    Sound
6863  ;   Name = ComancheCrash
6864    End 
6865    ViewShake 
6866      Type = SUBTLE
6867    End
6868  End
6869  
6870  ; -----------------------------------------------------------------------------
6871  ; The Medium Structure Death Effect
6872  ; -----------------------------------------------------------------------------
6873  FXList FX_StructureMediumDeath
6874    ParticleSystem
6875      Name = StructureTransitionMediumSmoke
6876    End
6877    ParticleSystem
6878      Name = StructureTransitionMediumExplosion
6879    End
6880    ParticleSystem
6881      Name = StructureTransitionMediumShockwave
6882    End
6883    ParticleSystem
6884      Name = StructureTransitionMediumFlare
6885    End
6886    Sound
6887      Name = BuildingDie
6888    End
6889    ViewShake 
6890      Type = SUBTLE
6891    End
6892  End
6893  
6894  ; -----------------------------------------------------------------------------
6895  ; The Small Structure Death Effect
6896  ; -----------------------------------------------------------------------------
6897  FXList FX_StructureSmallDeath
6898    ParticleSystem
6899      Name = StructureTransitionSmallSmoke
6900    End
6901    ParticleSystem
6902      Name = StructureTransitionSmallExplosion
6903    End
6904    ParticleSystem
6905      Name = StructureTransitionSmallShockwave
6906    End
6907    ParticleSystem
6908      Name = StructureTransitionSmallFlare
6909    End
6910    Sound
6911      Name = BuildingDie
6912    End
6913    ViewShake 
6914      Type = SUBTLE
6915    End
6916  End
6917  
6918  ; -----------------------------------------------------------------------------
6919  ; The Tiny Structure Death Effect
6920  ; -----------------------------------------------------------------------------
6921  FXList FX_StructureTinyDeath
6922    ParticleSystem
6923      Name = StructureTransitionTinySmoke
6924    End
6925    ParticleSystem
6926      Name = StructureTransitionTinyExplosion
6927    End
6928    ParticleSystem
6929      Name = StructureTransitionTinyShockwave
6930    End
6931    ParticleSystem
6932      Name = StructureTransitionTinyFlare
6933    End
6934    Sound
6935      Name = BuildingDie
6936    End
6937    ViewShake 
6938      Type = SUBTLE
6939    End
6940  End
6941  
6942  ;--------------------------------------------------------------------------------------------------
6943  FXList FX_BuildingDie
6944    Sound
6945      Name = BuildingDie
6946    End
6947  End
6948  
6949  ;--------------------------------------------------------------------------------------------------
6950  FXList FX_TsingMaExplosion
6951    ParticleSystem
6952      Name = TsingMaRing
6953    End
6954    ParticleSystem
6955      Name = TsingMaTrailArms
6956      OrientToObject = Yes
6957    End
6958    ParticleSystem
6959      Name = TsingMaLenzflare
6960      OrientToObject = Yes
6961      Offset = X:0 Y:0 Z:1
6962    End
6963    ViewShake 
6964      Type = SEVERE
6965    End
6966    TerrainScorch
6967      Type = RANDOM 
6968      Radius = 15
6969    End
6970    Sound
6971      Name = TankDie
6972    End 
6973  End
6974  
6975  ;--------------------------------------------------------------------------------------------------
6976  FXList FX_TsingMaSplash
6977    ParticleSystem
6978      Name = TsingMaExplosionWave
6979      OrientToObject = Yes
6980    End
6981    ParticleSystem
6982      Name = TsingMaSplashWave
6983      OrientToObject = Yes
6984      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6985    End
6986    ParticleSystem
6987      Name = TsingMaSplashHit
6988      OrientToObject = Yes
6989      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
6990    End
6991  End
6992  
6993  ;--------------------------------------------------------------------------------------------------
6994  FXList FX_TrainWreckExplosion
6995    ParticleSystem
6996      Name = TsingMaRing
6997    End
6998    ParticleSystem
6999      Name = TrainWreckTrailArms
7000      OrientToObject = Yes
7001    End
7002    ParticleSystem
7003      Name = TsingMaLenzflare
7004      OrientToObject = Yes
7005      Offset = X:0 Y:0 Z:1
7006    End
7007    ViewShake 
7008      Type = SEVERE
7009    End
7010    TerrainScorch
7011      Type = RANDOM 
7012      Radius = 15
7013    End
7014    Sound
7015      Name = TankDie
7016    End 
7017  End
7018  
7019  ;--------------------------------------------------------------------------------------------------
7020  FXList FX_TrainWreckSplash
7021    ParticleSystem
7022      Name = TrainWreckExplosionWave
7023      OrientToObject = Yes
7024    End
7025    ParticleSystem
7026      Name = TrainWreckSplashWave
7027      OrientToObject = Yes
7028    End
7029    ParticleSystem
7030      Name = TrainWreckSplashHit
7031      OrientToObject = Yes
7032    End
7033  End
7034  
7035  ;--------------------------------------------------------------------------------------------------
7036  FXList FX_CratePickup
7037    Sound
7038      Name = CratePickupSound
7039    End
7040  End
7041  
7042  ;--------------------------------------------------------------------------------------------------
7043  FXList FX_ParticleUplinkDeathInitial
7044    Sound
7045  ;   Name = CratePickupSound
7046    End
7047    ParticleSystem
7048      Name = ParticleDeathFlare
7049      Offset = X:30 Y:0 Z:10
7050    End
7051    ParticleSystem
7052      Name = ParticleDeathImplode
7053      Offset = X:30 Y:0 Z:20
7054    End
7055  End
7056  
7057  ; ----------------------------------------------
7058  ; weapon fx for Strategy Center Barrage
7059  ; ----------------------------------------------
7060  FXList FX_StrategyCenterBarrage
7061    ViewShake 
7062      Type = SUBTLE
7063    End
7064    TerrainScorch
7065      Type = RANDOM 
7066      Radius = 15
7067    End
7068    LightPulse 
7069      Color = R:255 G:128 B:51 
7070      Radius = 30 
7071      IncreaseTime = 0 
7072      DecreaseTime = 2333
7073    End
7074    ParticleSystem
7075      Name = StrategyCenterBarrageDebris
7076    End
7077    ParticleSystem
7078      Name = SpectreHowitzerExplosionCloud
7079    End
7080    ParticleSystem
7081      Name = SpectreHowitzerExplosionArms
7082    End
7083    ParticleSystem
7084      Name = StrategyCenterBarrageShockwave
7085      Offset = X:0 Y:0 Z:2
7086    End
7087    ParticleSystem 
7088      Name = StratCentBarrageLenzflare
7089      Height = 10 10 CONSTANT
7090    End
7091    Sound 
7092      Name = ExplosionRocketBuggyMissile
7093    End
7094  End
7095  
7096  ; ----------------------------------------------
7097  FXList WeaponFX_SpectreGattlingMuzzleFlash
7098    LightPulse 
7099      Color = R:255 G:255 B:128 
7100      Radius = 10 
7101      IncreaseTime = 0 
7102      DecreaseTime = 100
7103    End
7104    ParticleSystem 
7105      Name = GattlingCannonLenzflare
7106      OrientToObject = Yes
7107      Offset = X:0.0 Y:0.0 Z:0.0
7108    End
7109    ParticleSystem 
7110      Name = FallingShellsSpectreGattling
7111      OrientToObject = Yes
7112      Offset = X:0.0 Y:0.0 Z:0.0
7113    End
7114    Tracer
7115      DecayAt = 1
7116      Length = 20
7117      Width = 0.6
7118      Color = R:255 G:255 B:255
7119      Speed = 1200
7120      Probability = 0.7
7121    End
7122  End
7123  
7124  ; ----------------------------------------------
7125  ; weapon fx for Spectre Howitzer Explosion
7126  ; ----------------------------------------------
7127  FXList FX_SpectreHowitzerExplosion
7128    ViewShake 
7129      Type = SUBTLE
7130    End
7131    TerrainScorch
7132      Type = RANDOM 
7133      Radius = 50
7134    End
7135    LightPulse 
7136      Color = R:255 G:128 B:51 
7137      Radius = 30 
7138      IncreaseTime = 0 
7139      DecreaseTime = 2333
7140    End
7141    ;ParticleSystem
7142    ;  Name = SpectreHowitzerExplosion
7143    ;  Offset = X:-12 Y:0 Z:0
7144    ;End
7145    ParticleSystem
7146      Name = SpectreHowitzerExplosionCloud
7147    End
7148    ParticleSystem
7149      Name = SpectreHotPillarArms
7150    End
7151    ParticleSystem
7152      Name = MammothTankExplosionLenzflare
7153      Offset = X:0.0 Y:0.0 Z:10.0
7154    End
7155    ParticleSystem
7156      Name = SpectreHowitzerShockwave
7157     Offset = X:0 Y:0 Z:2
7158    End
7159    Sound 
7160      Name = ExplosionCarpetBomb
7161    End
7162    ParticleSystem 
7163      Name = SpectreGunshipExplosionLight
7164    End
7165  
7166  End
7167  ; -----------------------------------------------------------------------------
7168  ; FX List called when the spectreGunship is destroyed.
7169  ; -----------------------------------------------------------------------------
7170  FXList FX_spectreGunshipDeathExplosion
7171    ViewShake 
7172      Type = SEVERE
7173    End
7174  ;  Sound
7175  ;    Name = ExplosionScudExplosive
7176  ;  End
7177  
7178    ParticleSystem
7179      Name = spectreDeathExplosionArms
7180      Offset = X:0.0 Y:0.0 Z:2.0
7181    End
7182  
7183  End
7184  ; ----------------------------------------------
7185  FXList FX_SpectreGattlingImpacts
7186    ParticleSystem
7187      Name = InfantryMortarDebris
7188    End
7189    ParticleSystem
7190      Name = SpectreGattlingArmsSmoke
7191    End
7192    ParticleSystem
7193      Name = InfantryStruckSparks
7194    End
7195    ParticleSystem 
7196      Name = TankStruckSparks
7197      Height = 10 10 CONSTANT
7198    End
7199    Sound
7200  ;   Name = VehicleImpactLight
7201    End
7202  
7203  End
7204  ;--------------------------------------------------------
7205  FXList FX_SpectreGunshipExplosionLight
7206    ViewShake 
7207      Type = SEVERE
7208    End
7209  ;  Sound
7210  ;    Name = ExplosionScudExplosive
7211  ;  End
7212  
7213    ParticleSystem
7214      Name = SpectreGunshipExplosionLight
7215      Offset = X:0.0 Y:0.0 Z:2.0
7216    End
7217  
7218  End
7219  ;---------------------------------------------------------
7220  FXList FX_spectreDeathExplosion
7221    ViewShake 
7222      Type = SEVERE
7223    End
7224  ;  Sound
7225  ;    Name = ExplosionScudExplosive
7226  ;  End
7227  
7228    ParticleSystem
7229      Name = spectreDeathExplosion
7230      Offset = X:0.0 Y:0.0 Z:2.0
7231    End
7232  
7233  End
7234  
7235  
7236  
7237  ;------------------------------------------------------------------------------
7238  ;------------------------------------------------------------------------------
7239  ;------------------------------------------------------------------------------
7240  ; GENERALS CHALLENGE FX LISTS
7241  ; -----------------------------------------------------------------------------
7242  ; ----------------------------------------------
7243  FXList GC_Chem_WeaponFX_ToxinFlameWeaponGamma
7244    LightPulse 
7245      Color = R:255 G:0 B:255
7246      Radius = 15 
7247      IncreaseTime = 0 
7248      DecreaseTime = 500
7249    End
7250  End
7251  
7252  FXList GC_Chem_WeaponFX_ToxinMissileDetonationGamma
7253    ParticleSystem 
7254      Name = GC_Chem_ToxinTarget
7255      OrientToObject = Yes
7256    End
7257    ParticleSystem 
7258      Name = GC_Chem_ToxinPuddle
7259      CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
7260    End
7261  End
7262  
7263  ; ----------------------------------------------
7264  FXList GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma
7265    ParticleSystem
7266      Name = GC_Chem_AnthraxFieldGammaLarge
7267      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
7268      Offset = X:0.0 Y:0.0 Z:1.0
7269    End
7270  End
7271  
7272  ; ----------------------------------------------
7273  FXList GC_Chem_WeaponFX_MediumPoisonFieldWeaponGamma
7274    ParticleSystem
7275      Name = GC_Chem_AnthraxFieldGammaMedium
7276      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
7277      Offset = X:0.0 Y:0.0 Z:1.0
7278    End
7279  End
7280  
7281  ; ----------------------------------------------
7282  FXList GC_Chem_WeaponFX_SmallPoisonFieldWeaponGamma
7283    ParticleSystem
7284      Name = GC_Chem_AnthraxGammaFieldSmall
7285      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
7286      Offset = X:0.0 Y:0.0 Z:1.0
7287    End
7288  End
7289  
7290  
7291  ; ----------------------------------------------
7292  FXList GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma
7293    ParticleSystem 
7294      Name = AnthraxGammaSpray
7295      OrientToObject = Yes
7296    End
7297    ParticleSystem 
7298      Name = GC_Chem_ToxinPuddle
7299      CreateAtGroundHeight = Yes 
7300    End
7301  End
7302  
7303  ; ----------------------------------------------
7304  FXList GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma
7305    ParticleSystem 
7306      Name = AnthraxGammaPuddleLarge
7307      CreateAtGroundHeight = Yes
7308      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
7309    End
7310  End
7311  
7312  
7313  
7314  FXList FX_HelixPropagandaTowerPropagandaPulse
7315    ParticleSystem
7316      Name = SonicRangeDown
7317      Offset = X:0.0 Y:0.0 Z:8.0
7318      OrientToObject = Yes
7319    End
7320  End
7321  
7322  ; ----------------------------------------------
7323  FXList FX_HelixPropagandaTowerSubliminalPulse
7324    ParticleSystem
7325      Name = SonicRangeDownUpgraded
7326      Offset = X:0.0 Y:0.0 Z:8.0
7327      OrientToObject = Yes
7328    End
7329  End
7330  
7331  
7332  ; ----------------------------------------------
7333  FXList FX_MicrowaveTankEmitter
7334    ParticleSystem
7335      Name = MicrowaveEmitter
7336      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
7337      Offset = X:0.0 Y:0.0 Z:1.0
7338    End
7339  End
7340  
7341  ; -----------------------------------------------------------------------------
7342  FXList FX_BattleBusStartUndeath
7343    ParticleSystem
7344      Name = FireBaseShellExplosionCloud
7345    End
7346    ParticleSystem
7347      Name = BuggyNewExplosionDebris2
7348    End
7349    ParticleSystem
7350      Name = BuggyNewExplosionShockwave
7351    End
7352  End
7353  
7354  ; -----------------------------------------------------------------------------
7355  FXList FX_BattleBusHitGround
7356    ParticleSystem
7357      Name = BuggyNewExplosionShockwave
7358    End
7359    ParticleSystem
7360      Name = SpectreHowitzerExplosionCloud
7361    End
7362  End
7363  
7364  ; -----------------------------------------------------------------------------
7365  ; The helicopter on the ground finally blows up with larger explosion
7366  ; -----------------------------------------------------------------------------
7367  FXList FX_GroundedHelicopterBlowUpBig
7368    ParticleSystem
7369      Name = StructureTransitionSmallExplosion
7370    End
7371    ParticleSystem
7372      Name = MammothTankSubExplosionSmoke 
7373      Count = 3
7374      Radius = 5 5 UNIFORM
7375      InitialDelay = 100 100 UNIFORM
7376    End
7377    Sound
7378      Name = CarDie
7379    End
7380    ViewShake 
7381      Type = STRONG
7382    End
7383  End
7384  
7385  ; ----------------------------------------------
7386  ;This is the muzzle flash for the sentry drone
7387  ;-----------------------------------------------
7388  
7389  FXList WeaponFX_SentryDroneGunFire
7390    LightPulse 
7391      Color = R:255 G:255 B:128 
7392      Radius = 25
7393      IncreaseTime = 0 
7394      DecreaseTime = 500
7395    End
7396    ParticleSystem 
7397      Name = GattlingCannonLenzflareIntense
7398      OrientToObject = Yes
7399      Offset = X:0.0 Y:0.0 Z:0.0
7400    End
7401    ParticleSystem 
7402      Name = SentryDroneMuzzleFlash
7403      OrientToObject = Yes
7404      Offset = X:0.0 Y:0.0 Z:0.0
7405    End
7406    ParticleSystem 
7407      Name = InfantryStruckSmallArmsSmoke
7408      OrientToObject = Yes
7409      Offset = X:0.0 Y:0.0 Z:0.0
7410    End
7411  
7412    ParticleSystem 
7413      Name = FallingShells
7414      OrientToObject = Yes
7415      Offset = X:0.0 Y:0.0 Z:0.0
7416    End
7417    Tracer
7418      DecayAt = 1
7419      Length = 10
7420      Width = 0.3
7421      Color = R:230 G:204 B:179
7422      Speed = 300
7423      Probability = 0.25
7424    End
7425  End
7426  
7427  ;----------------------------------------
7428  ;This is the MOAB explosion elements
7429  ;----------------------------------------
7430  
7431  FXList WeaponFX_MOAB_Blast
7432    ViewShake 
7433      Type = SEVERE
7434    End
7435  
7436    Sound
7437      Name = ExplosionMOAB
7438    End
7439  
7440    ParticleSystem
7441      Name = MOABsparks
7442      InitialDelay = 225 225 UNIFORM   ;In milliseconds
7443      Offset = X:0.0 Y:0.0 Z:0.0
7444    End
7445  
7446    ParticleSystem
7447      Name = MOABRing
7448      InitialDelay = 225 225 UNIFORM   ;In milliseconds
7449      Offset = X:0.0 Y:0.0 Z:0.0
7450    End
7451  
7452    ParticleSystem
7453      Name = NukeCannonBlastWave
7454      InitialDelay = 300 300 UNIFORM   ;In milliseconds
7455      Offset = X:0.0 Y:0.0 Z:1.0
7456    End
7457  
7458    ParticleSystem
7459      Name = MOABMushroomStem
7460      InitialDelay = 500 500 UNIFORM   ;In milliseconds
7461      Offset = X:0.0 Y:0.0 Z:1.0
7462    End
7463  
7464    ParticleSystem
7465      Name = MOABExplosionArms
7466      InitialDelay = 10 10 UNIFORM   ;In milliseconds
7467      Offset = X:0.0 Y:0.0 Z:5.0
7468    End
7469  
7470    ParticleSystem  
7471       Name = StructureTransitionLargeFlare
7472       InitialDelay = 0 0 UNIFORM   ;In milliseconds
7473       Offset = X:0.0 Y:0.0 Z:0.0
7474    End
7475  
7476    ParticleSystem
7477       Name = MOABDustWave
7478       InitialDelay = 0 0 UNIFORM   ;In milliseconds
7479       Offset = X:0.0 Y:0.0 Z:1.0
7480    End
7481  
7482    TerrainScorch
7483       Type = RANDOM      
7484       Radius = 250
7485    End
7486  End
7487  ;----------------------------------------------------------------------------
7488  FXList Lazr_WeaponFX_Laser 
7489    Sound
7490      Name = PaladinPointDefenseLaserPulse
7491    End
7492  End
7493  
7494  FXList Lazr_WeaponFX_LaserCrusader
7495    Sound
7496      Name = LaserCrusaderWeapon
7497    End
7498  End
7499  
7500  
7501  ; -----------------------------------------------------------------------------
7502  ; The helix blows up with a large smokey explosion
7503  ; -----------------------------------------------------------------------------
7504  FXList FX_HelixHelicopterBlowUpBig
7505    ParticleSystem
7506      Name = StructureTransitionSmallExplosion
7507    End
7508    ParticleSystem
7509      Name = MammothTankSubExplosionSmoke 
7510      Count = 3
7511      Radius = 5 5 UNIFORM
7512      InitialDelay = 100 100 UNIFORM
7513    End
7514    ParticleSystem
7515      Name = HelixDeathExplosionCloud 
7516      Count = 3
7517      Radius = 5 5 UNIFORM
7518      InitialDelay = 100 100 UNIFORM
7519    End
7520    Sound
7521      Name = CarDie
7522    End
7523    ViewShake 
7524      Type = STRONG
7525    End
7526  End
7527  
7528  
7529  ; ----------------------------------------------
7530  ; weapon fx for FireBase howitzer shell explosion
7531  ; ----------------------------------------------
7532  
7533  FXList FX_FireBaseHowitzerExplosion
7534    ViewShake 
7535      Type = SUBTLE
7536    End
7537    TerrainScorch
7538      Type = RANDOM 
7539      Radius = 50
7540    End
7541    LightPulse 
7542      Color = R:255 G:128 B:51 
7543      Radius = 30 
7544      IncreaseTime = 0 
7545      DecreaseTime = 2333
7546    End
7547    ParticleSystem
7548      Name = FireBaseShellExplosionCloud
7549    End
7550    ParticleSystem
7551      Name = FireBaseHowitzerPillarArms
7552    End
7553    ParticleSystem
7554      Name = MammothTankExplosionLenzflare
7555      Offset = X:0.0 Y:0.0 Z:10.0
7556    End
7557  
7558    Sound 
7559      Name = ExplosionRocketBuggyMissile
7560    End
7561    ParticleSystem 
7562      Name = SpectreGunshipExplosionLight
7563    End
7564  
7565  End
7566  
7567  
7568  
7569  ; ----------------------------------------------
7570  FXList Nuke_WeaponFX_NukeCannon
7571  
7572    ViewShake 
7573      Type = SEVERE
7574    End
7575  
7576    Sound
7577      Name = ExplosionMiniNuke
7578    End
7579  
7580    ParticleSystem
7581      Name = NukeCannonFlare
7582      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7583      Offset = X:0.0 Y:0.0 Z:40.0
7584    End
7585  
7586    ParticleSystem
7587       Name = NukeCannonMushroomExplosion
7588       InitialDelay = 200 200 UNIFORM   ;In milliseconds
7589       Offset = X:0.0 Y:0.0 Z:40.0
7590    End
7591  
7592    ParticleSystem
7593      Name = NukeCannonMushroomCloudRing
7594      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
7595      Offset = X:0.0 Y:0.0 Z:45.0
7596    End
7597  
7598    ParticleSystem
7599      Name = NukeCannonRing
7600      Offset = X:0.0 Y:0.0 Z:5.0
7601    End
7602  
7603    ParticleSystem
7604      Name = NukeCannonBlastWave
7605      InitialDelay = 300 300 UNIFORM   ;In milliseconds
7606      Offset = X:0.0 Y:0.0 Z:10.0
7607    End
7608  
7609    ParticleSystem
7610      Name = NukeCannonShockwaveInverted
7611      InitialDelay = 300 300 UNIFORM   ;In milliseconds
7612      Offset = X:0.0 Y:0.0 Z:20.0
7613    End
7614  
7615    ParticleSystem
7616      Name = NukeCannonMushroomStem
7617      InitialDelay = 200 200 UNIFORM   ;In milliseconds
7618      Offset = X:0.0 Y:0.0 Z:20.0
7619    End
7620  
7621    ParticleSystem
7622      Name = NukeCannonMushroomRing
7623      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
7624      Offset = X:0.0 Y:0.0 Z:35.0
7625    End
7626    ParticleSystem
7627      Name = NukeBlastWave
7628      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7629      Offset = X:0.0 Y:0.0 Z:0.0
7630    End
7631  
7632  End
7633  
7634  ; ----------------------------------------------
7635  FXList Nuke_WeaponFX_CarpetBomb
7636  
7637    ViewShake 
7638      Type = SEVERE
7639    End
7640  
7641    Sound
7642      Name = ExplosionMiniNuke
7643    End
7644  
7645    ParticleSystem
7646      Name = NukeCannonFlare
7647      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7648      Offset = X:0.0 Y:0.0 Z:40.0
7649    End
7650  
7651    ParticleSystem
7652       Name = NukeCannonMushroomExplosion
7653       InitialDelay = 200 200 UNIFORM   ;In milliseconds
7654       Offset = X:0.0 Y:0.0 Z:40.0
7655    End
7656  
7657    ParticleSystem
7658      Name = NukeCannonMushroomCloudRing
7659      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
7660      Offset = X:0.0 Y:0.0 Z:45.0
7661    End
7662  
7663    ParticleSystem
7664      Name = NukeCannonRing
7665      Offset = X:0.0 Y:0.0 Z:5.0
7666    End
7667  
7668    ParticleSystem
7669      Name = NukeCannonBlastWave
7670      InitialDelay = 300 300 UNIFORM   ;In milliseconds
7671      Offset = X:0.0 Y:0.0 Z:10.0
7672    End
7673  
7674    ParticleSystem
7675      Name = NukeCannonShockwaveInverted
7676      InitialDelay = 300 300 UNIFORM   ;In milliseconds
7677      Offset = X:0.0 Y:0.0 Z:20.0
7678    End
7679  
7680    ParticleSystem
7681      Name = NukeCannonMushroomStem
7682      InitialDelay = 200 200 UNIFORM   ;In milliseconds
7683      Offset = X:0.0 Y:0.0 Z:20.0
7684    End
7685  
7686    ParticleSystem
7687      Name = NukeCannonMushroomRing
7688      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
7689      Offset = X:0.0 Y:0.0 Z:35.0
7690    End
7691  
7692  End
7693  
7694  
7695  ; ----------------------------------------------
7696  FXList GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
7697    ViewShake 
7698      Type = SEVERE
7699    End
7700  
7701    Sound
7702      Name = ExplosionScudExplosive
7703    End
7704  
7705    ParticleSystem
7706      Name = GC_Chem_ScudMissleLauncherGammaExplosionArms
7707      Offset = X:0.0 Y:0.0 Z:2.0
7708    End
7709  
7710    ParticleSystem
7711      Name = GC_Chem_ScudMissleLauncherGammaLenzFlare
7712      Offset = X:0.0 Y:0.0 Z:5.0
7713    End
7714  
7715    ParticleSystem
7716      Name = GC_Chem_ScudMissleLauncherGammaExplosionTrailArms
7717      Offset = X:0.0 Y:0.0 Z:15.0
7718    End
7719  
7720  End
7721  
7722  
7723  ; ----------------------------------------------------------------------------
7724  ; BunkerBuster and Seismic Particle Explosion 
7725  ; ----------------------------------------------------------------------------
7726  FXList FX_BunkerBusterExplosion
7727  
7728    ParticleSystem
7729      Name = SeismicDebris
7730      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7731      Offset = X:0.0 Y:0.0 Z:10.0
7732    End
7733  
7734    ParticleSystem
7735      Name = seismicDust
7736      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7737      Offset = X:0.0 Y:0.0 Z:10.0
7738    End
7739  
7740    ParticleSystem
7741      Name = SeismicShockwave
7742      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7743      Offset = X:0.0 Y:0.0 Z:10.0
7744    End
7745    ParticleSystem
7746      Name = SeismicDirt
7747      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7748      Offset = X:0.0 Y:0.0 Z:10.0
7749    End
7750  
7751    ParticleSystem
7752      Name = BunkerBusterPlume
7753      InitialDelay = 500 500 UNIFORM   ;In milliseconds
7754      Offset = X:0.0 Y:0.0 Z:40.0
7755    End
7756  
7757    ParticleSystem
7758      Name = BunkerBusterPlumeCore
7759      InitialDelay = 300 300 UNIFORM   ;In milliseconds
7760      Offset = X:0.0 Y:0.0 Z:0
7761    End
7762  
7763     Sound
7764       Name = ExplosionDaisyCutter
7765     End
7766  
7767     ViewShake 
7768       Type = SEVERE
7769     End 
7770  End
7771  
7772  ;---------------------------------------------------------------------
7773  ;BunkerBuster Small explosion when shell hits target
7774  ;---------------------------------------------------------------------
7775  ; ----------------------------------------------
7776  FXList WeaponFX_BunkerBusterIntialImpact
7777  
7778  ; This is where the impact shake needs to be set
7779    ViewShake 
7780      Type = SEVERE
7781    End
7782   
7783    ParticleSystem 
7784      Name = BattleshipMuzzleFlashFlame
7785      OrientToObject = Yes
7786    End
7787   
7788    ParticleSystem
7789      Name = BattleshipMuzzleFlashWave
7790      Offset = X:0.0 Y:0.0 Z:-20.0
7791      OrientToObject = Yes
7792    End
7793  
7794  End
7795  
7796  
7797  ; ----------------------------------------------
7798  FXList FX_CraterBombExplosion
7799    ParticleSystem
7800      Name = CraterDebris
7801    End
7802    ViewShake 
7803      Type = SEVERE
7804    End
7805    TerrainScorch
7806      Type = SCORCH_4 
7807      Radius = 250
7808    End
7809  End
7810  
7811  
7812  ; ----------------------------------------------------
7813  ; These are the efx for the Neutron Cannon Explosions
7814  ;-----------------------------------------------------
7815  FXList Neutron_WeaponFX_Mine
7816  
7817  
7818    Sound
7819      Name = MineExplosion
7820    End
7821    ParticleSystem
7822      Name = MineDebris
7823    End
7824    ParticleSystem
7825      Name = MineSmoke
7826    End
7827    ParticleSystem
7828      Name = MineFlash
7829      Offset = X:0.0 Y:0.0 Z:1.0
7830    End
7831  
7832    ParticleSystem
7833      Name = NeutronFlare
7834      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7835     Offset = X:0.0 Y:0.0 Z:0.0
7836    End
7837  
7838  
7839  ;  ParticleSystem
7840  ;    Name = NeutronLenzflare
7841  ;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
7842  ;    Offset = X:0.0 Y:0.0 Z:40.0
7843  ;  End
7844  
7845  ;  ParticleSystem
7846  ;    Name = NeutronRing
7847  ;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
7848  ;   Offset = X:0.0 Y:0.0 Z:40.0
7849  ;  End
7850   
7851  ;  ParticleSystem
7852  ;    Name = NeutronFlare
7853  ;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
7854  ;   Offset = X:0.0 Y:0.0 Z:0.0
7855  ;  End
7856  
7857  ;  ParticleSystem
7858  ;    Name = NeutronDust
7859  ;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
7860  ;   Offset = X:0.0 Y:0.0 Z:50.0
7861  ;  End
7862  
7863  ;  ParticleSystem
7864  ;    Name = NeutronDustRingDust
7865  ;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
7866  ;   Offset = X:0.0 Y:0.0 Z:30.0
7867  ;   End
7868  
7869     TerrainScorch
7870      Type = RANDOM 
7871      Radius = 15
7872    End
7873  End
7874  
7875  ;---------------------------------------------------------------
7876  FXList Neutron_WeaponFX_NukeCannon
7877  
7878    ViewShake 
7879      Type = SEVERE
7880    End
7881  
7882    Sound
7883      Name = ExplosionNeutronShell
7884    End
7885  
7886   ParticleSystem
7887      Name = AirF_AuroraBombScatterIgnite2
7888      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7889      Offset = X:0.0 Y:0.0 Z:40.0
7890    End
7891  
7892    ParticleSystem
7893      Name = NeutronLenzflare
7894      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7895      Offset = X:0.0 Y:0.0 Z:40.0
7896    End
7897  
7898    ParticleSystem
7899      Name = NeutronRing
7900      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7901     Offset = X:0.0 Y:0.0 Z:40.0
7902    End
7903   
7904   ParticleSystem
7905      Name = NeutronFlare
7906      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7907     Offset = X:0.0 Y:0.0 Z:0.0
7908    End
7909  
7910  ParticleSystem
7911      Name = NeutronMushroomExplosion
7912      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7913     Offset = X:0.0 Y:0.0 Z:50.0
7914    End
7915  
7916    ParticleSystem
7917      Name = NeutronDust
7918      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7919     Offset = X:0.0 Y:0.0 Z:50.0
7920    End
7921  
7922    ParticleSystem
7923      Name = NeutronDustRingDust
7924      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7925     Offset = X:0.0 Y:0.0 Z:30.0
7926     End
7927  
7928     TerrainScorch
7929      Type = RANDOM 
7930      Radius = 50
7931    End
7932  End
7933  
7934  ;----------------------------------------------------
7935  
7936  FXList WeaponFX_UpgradeMineDetonation
7937    Sound
7938      Name = MineExplosion
7939    End
7940    ParticleSystem
7941      Name = MineDebris
7942    End
7943    ParticleSystem
7944      Name = MineSmoke
7945    End
7946    ParticleSystem
7947      Name = MineFlash
7948      Offset = X:0.0 Y:0.0 Z:1.0
7949    End
7950    ParticleSystem
7951      Name = EMPSparksSmall
7952    End
7953    TerrainScorch
7954      Type = RANDOM 
7955      Radius = 15
7956    End
7957  End
7958  
7959  
7960  
7961  ; ----------------------------------------------
7962  FXList Nuke_WeaponFX_NukeCannon
7963  
7964    ViewShake 
7965      Type = SEVERE
7966    End
7967  
7968    Sound
7969      Name = ExplosionMiniNuke
7970    End
7971  
7972    ParticleSystem
7973      Name = NukeCannonFlare
7974      InitialDelay = 0 0 UNIFORM   ;In milliseconds
7975      Offset = X:0.0 Y:0.0 Z:0.0
7976    End
7977  
7978    ParticleSystem
7979       Name = NukeCannonMushroomExplosion
7980       InitialDelay = 200 200 UNIFORM   ;In milliseconds
7981       Offset = X:0.0 Y:0.0 Z:0.0
7982    End
7983  
7984    ParticleSystem
7985      Name = NukeCannonMushroomCloudRing
7986      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
7987      Offset = X:0.0 Y:0.0 Z:0.0
7988    End
7989  
7990    ParticleSystem
7991      Name = NukeCannonRing
7992      Offset = X:0.0 Y:0.0 Z:0.0
7993    End
7994  
7995    ParticleSystem
7996      Name = NukeCannonBlastWave
7997      InitialDelay = 300 300 UNIFORM   ;In milliseconds
7998      Offset = X:0.0 Y:0.0 Z:0.0
7999    End
8000  
8001    ParticleSystem
8002      Name = NukeCannonShockwaveInverted
8003      InitialDelay = 300 300 UNIFORM   ;In milliseconds
8004      Offset = X:0.0 Y:0.0 Z:0.0
8005    End
8006  
8007    ParticleSystem
8008      Name = NukeCannonMushroomStem
8009      InitialDelay = 200 200 UNIFORM   ;In milliseconds
8010      Offset = X:0.0 Y:0.0 Z:0.0
8011    End
8012  
8013    ParticleSystem
8014      Name = NukeCannonMushroomRing
8015      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
8016      Offset = X:0.0 Y:0.0 Z:0.0
8017    End
8018    ParticleSystem
8019      Name = BuggyNewExplosionShockwave
8020    End
8021  
8022  End
8023  
8024  
8025  
8026  
8027  
8028  ; ----------------------------------------------------------------------------
8029  ; AuroraBomb gas ignition sequence
8030  ; ----------------------------------------------------------------------------
8031  FXList AirF_FX_AuroraBombIgnite
8032    ParticleSystem
8033      Name         = AirF_AuroraBombScatterIgnite1
8034    End
8035  ;  ParticleSystem
8036  ;    Name         = AirF_AuroraBombScatterIgnite2
8037  ;    InitialDelay = 500 500 UNIFORM
8038  ;  End
8039  ;  ParticleSystem
8040  ;    Name         = AirF_AuroraBombFlameShockwave
8041  ;    InitialDelay = 1000 1000 UNIFORM
8042  ;  End
8043    Sound
8044      Name = DaisyCutterIgnite
8045    End
8046  End
8047  
8048  
8049  ; ----------------------------------------------------------------------------
8050  ; AuroraBomb explodes and sprays gas into the air
8051  ; ----------------------------------------------------------------------------
8052  FXList AirF_FX_AuroraBombExplode
8053    ParticleSystem
8054      Name             = BuggySubExplosion
8055    End
8056    ParticleSystem
8057      Name             = AirF_AuroraBombScatter1
8058      AttachToObject   = Yes
8059   ;   InitialDelay     = 200 200 UNIFORM
8060    End
8061    ParticleSystem
8062      Name             = AirF_AuroraBombExplosion
8063    End
8064    ParticleSystem
8065      Name             = AirF_AuroraBombScatterIgnite2
8066    End
8067    ParticleSystem
8068      Name             = AirF_AuroraDustRing
8069    End
8070    TerrainScorch
8071      Type = RANDOM 
8072      Radius = 75
8073    End
8074  
8075    Sound
8076      Name = DaisyCutterGas
8077    End
8078  End
8079  
8080  ; ----------------------------------------------
8081  FXList Demo_ScudStormMissileDetonation
8082    ViewShake 
8083      Type = SEVERE
8084    End
8085    Sound
8086      Name = ExplosionScudExplosive
8087    End
8088    ParticleSystem
8089      Name = ScudMissleExplosionArms
8090      Offset = X:0.0 Y:0.0 Z:2.0
8091    End
8092    ParticleSystem
8093      Name = DEMOScudMissleLenzFlare
8094      Offset = X:0.0 Y:0.0 Z:1.0
8095    End
8096  End
8097  
8098  ; ----------------------------------------------
8099  FXList Nuke_WeaponFX_NapalmMissileDetonation
8100  
8101    ParticleSystem
8102      Name = NukeCannonFlare
8103      InitialDelay = 0 0 UNIFORM   ;In milliseconds
8104      Offset = X:0.0 Y:0.0 Z:40.0
8105    End
8106  
8107    ParticleSystem
8108       Name = NukeCannonMushroomExplosion
8109       InitialDelay = 200 200 UNIFORM   ;In milliseconds
8110       Offset = X:0.0 Y:0.0 Z:40.0
8111    End
8112  
8113    ParticleSystem
8114      Name = NukeCannonMushroomCloudRing
8115      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
8116      Offset = X:0.0 Y:0.0 Z:45.0
8117    End
8118  
8119    ParticleSystem
8120      Name = NukeCannonRing
8121      Offset = X:0.0 Y:0.0 Z:5.0
8122    End
8123  
8124    ParticleSystem
8125      Name = NukeCannonBlastWave
8126      InitialDelay = 300 300 UNIFORM   ;In milliseconds
8127      Offset = X:0.0 Y:0.0 Z:10.0
8128    End
8129  
8130    ParticleSystem
8131      Name = NukeCannonShockwaveInverted
8132      InitialDelay = 300 300 UNIFORM   ;In milliseconds
8133      Offset = X:0.0 Y:0.0 Z:20.0
8134    End
8135  
8136    ParticleSystem
8137      Name = NukeCannonMushroomStem
8138      InitialDelay = 200 200 UNIFORM   ;In milliseconds
8139      Offset = X:0.0 Y:0.0 Z:20.0
8140    End
8141  
8142    ParticleSystem
8143      Name = NukeCannonMushroomRing
8144      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
8145      Offset = X:0.0 Y:0.0 Z:35.0
8146    End
8147    TerrainScorch
8148      Type = RANDOM 
8149      Radius = 15
8150    End
8151    LightPulse 
8152      Color = R:255 G:128 B:51 
8153      Radius = 30 
8154      IncreaseTime = 0 
8155      DecreaseTime = 2333
8156    End
8157    Sound
8158      Name = ExplosionFire
8159    End
8160  End
8161  
8162  
8163  
8164  
8165  ; ----------------------------------------------
8166  FXList SupW_FX_Nuke
8167  
8168    ViewShake 
8169      Type = SEVERE
8170    End
8171  
8172    Sound
8173      Name = ExplosionNeutron
8174    End
8175  
8176    ParticleSystem
8177      Name = NukeFlare
8178      InitialDelay = 0 0 UNIFORM   ;In milliseconds
8179      Offset = X:0.0 Y:0.0 Z:90.0
8180    End
8181  
8182    ParticleSystem
8183       Name = NukeMushroomExplosion
8184       InitialDelay = 200 200 UNIFORM   ;In milliseconds
8185       Offset = X:0.0 Y:0.0 Z:90.0
8186    End
8187  
8188    ParticleSystem
8189      Name = NukeMushroomCloudRing
8190      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
8191      Offset = X:0.0 Y:0.0 Z:105.0
8192    End
8193  
8194    ParticleSystem
8195      Name = NukeRing
8196      Offset = X:0.0 Y:0.0 Z:5.0
8197    End
8198  
8199    ParticleSystem
8200      Name = NukeBlastWave
8201      InitialDelay = 300 300 UNIFORM   ;In milliseconds
8202      ;Offset = X:0.0 Y:0.0 Z:45.0
8203      Offset = X:0.0 Y:0.0 Z:15.0
8204    End
8205  
8206    ParticleSystem
8207      Name = NukeShockwaveInverted
8208      InitialDelay = 300 300 UNIFORM   ;In milliseconds
8209      Offset = X:0.0 Y:0.0 Z:30.0
8210    End
8211  
8212    ParticleSystem
8213      Name = NukeMushroomStem
8214      InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
8215      Offset = X:0.0 Y:0.0 Z:30.0
8216    End
8217  
8218    ParticleSystem
8219      Name = NukeShockwave
8220      InitialDelay = 200 200 UNIFORM   ;In milliseconds
8221      Offset = X:0.0 Y:0.0 Z:30.0
8222    End
8223  
8224    ParticleSystem
8225      Name = NukeMushroomRing
8226      InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
8227      Offset = X:0.0 Y:0.0 Z:50.0
8228    End
8229  End
8230  ; ----------------------------------------------
8231  FXList SupW_FX_DefenseEmitter
8232    ParticleSystem
8233      Name = SupW_DefenseEmitterParticles
8234      UseCallersRadius = Yes ; Radius of emission set by radius of damage.
8235      Offset = X:0.0 Y:0.0 Z:1.0
8236    End
8237  End
8238  ; ----------------------------------------------
8239  FXList WeaponFX_BlackNapalmExplosion
8240     ParticleSystem 
8241       Name = BlackNapalm
8242      End
8243      ParticleSystem 
8244        Name = BlackNapalmSparks
8245      End
8246    TerrainScorch
8247      Type = RANDOM 
8248      Radius = 35
8249    End
8250    LightPulse 
8251      Color = R:255 G:128 B:51 
8252      Radius = 15 
8253      IncreaseTime = 0 
8254      DecreaseTime = 2333
8255    End
8256    Sound
8257      Name = ExplosionFire
8258    End
8259  End
8260  
8261  ; ----------------------------------------------
8262  FXList WeaponFX_DEMOGENRocketBuggyMissileDetonation
8263    Sound
8264      Name = ExplosionRocketBuggyMissile
8265    End
8266    ParticleSystem
8267      Name = BuggyMissileExplosion
8268    End
8269    ParticleSystem
8270      Name = DEMOBuggyMissileExplosionSmoke
8271    End
8272    ParticleSystem
8273      Name = BuggyMissileExplosionLenzflare
8274    End
8275  End
8276  
8277  ;----------------------------------------------
8278  ; ----------------------------------------------
8279  FXList WeaponFX_DEMOGenericTankShellDetonation
8280    Sound
8281      Name = ExplosionRocketBuggyMissile
8282    End
8283    ParticleSystem
8284      Name = BuggyMissileExplosion
8285      UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
8286    End
8287    ParticleSystem
8288      Name = DEMOBuggyMissileExplosionSmoke
8289    End
8290  End
8291  
8292  ; ----------------------------------------------
8293  FXList WeaponFX_DEMO_SCUDMissileDetonationExplosive
8294  
8295    ViewShake 
8296      Type = SEVERE
8297    End
8298  
8299    Sound
8300      Name = ExplosionScudExplosive
8301    End
8302  
8303    ParticleSystem
8304      Name = ScudMissleLauncherExplosionArms
8305      Offset = X:0.0 Y:0.0 Z:2.0
8306    End
8307  
8308    ParticleSystem
8309      Name = DEMOScudMissleLenzFlare
8310      Offset = X:0.0 Y:0.0 Z:10.0
8311    End
8312  
8313    ParticleSystem
8314      Name = ScudMissleLauncherExplosionTrailArms
8315      Offset = X:0.0 Y:0.0 Z:15.0
8316    End
8317  
8318  End
8319  
8320  ; ----------------------------------------------
8321  FXList WeaponFX_DEMORocketBuggyMissileDetonation
8322    Sound
8323      Name = ExplosionRocketBuggyMissile
8324    End
8325    ParticleSystem
8326      Name = BuggyMissileExplosion
8327    End
8328    ParticleSystem
8329      Name = BuggyMissileExplosionSmoke
8330    End
8331    ParticleSystem
8332      Name = BuggyMissileExplosionLenzflare
8333    End
8334  End
8335  
8336  ;----------------------------------------------
8337  
8338  FXList FX_DEMOBuggyNewDeathExplosion
8339    ParticleSystem
8340      Name = DemoBuggyNewExplosionSmoke
8341    End
8342    ParticleSystem
8343      Name = SpectreHowitzerExplosionCloud
8344    End
8345    ParticleSystem
8346      Name = SpectreHotPillarArmFlame
8347    End
8348    ParticleSystem
8349      Name = BuggyNewExplosionDebris2
8350    End
8351    ParticleSystem
8352      Name = BuggyNewExplosionShockwave
8353    End
8354    ViewShake 
8355      Type = STRONG
8356    End
8357    TerrainScorch
8358      Type = RANDOM 
8359      Radius = 15
8360    End
8361    Sound
8362      Name = CarDie
8363    End 
8364  End
8365  
8366  
8367  ; ----------------------------------------------
8368  FXList WeaponFX_DemoSuicideDynamitePackDetonation
8369    ParticleSystem
8370      Name = RedDonuteCloud
8371    End
8372    ParticleSystem
8373      Name = ArmExplosionSmall01
8374    End
8375    ParticleSystem
8376      Name = HotPillarArms
8377    End
8378    ParticleSystem
8379      Name = DemoTrapLenzFlare
8380    End
8381    ViewShake 
8382      Type = NORMAL
8383    End
8384    TerrainScorch
8385      Type = RANDOM 
8386      Radius = 15
8387    End
8388  End
8389  
8390  ; ----------------------------------------------
8391  FXList WeaponFX_DemoSuicideDynamitePackDetonationPlusFire
8392    Sound
8393      Name = TerroristSuicides
8394    End
8395    ParticleSystem
8396      Name = Explosion
8397    End
8398    ParticleSystem
8399      Name = DemoExplosionSmoke
8400    End
8401    ParticleSystem
8402      Name = RedDonuteCloud
8403    End
8404    ParticleSystem
8405      Name = ArmExplosionSmall01
8406    End
8407    ParticleSystem
8408      Name = HotPillarArms
8409    End
8410    ViewShake 
8411      Type = NORMAL
8412    End
8413    TerrainScorch
8414      Type = RANDOM 
8415      Radius = 15
8416    End
8417  End
8418  
8419  ; ----------------------------------------------
8420  FXList WeaponFX_SToxinPlaneSpray
8421    ParticleSystem
8422      Name = SToxinPlaneSpray
8423      Offset = X:0 Y:0 Z:8
8424    End
8425  End
8426  
8427  ParticleSystem SToxinPlaneSpray
8428    Priority = CRITICAL
8429    IsOneShot = No
8430    Shader = ADDITIVE
8431    Type = PARTICLE
8432    ParticleName = EXLnzFlar3.tga
8433    AngleZ = 0.00 0.00
8434    AngularRateZ = 0.00 0.00
8435    AngularDamping = 1.00 1.00
8436    VelocityDamping = 1.00 1.00
8437    Gravity = 0.00
8438    Lifetime = 50.00 50.00
8439    SystemLifetime = 1
8440    Size = 20.00 40.00
8441    StartSizeRate = 0.00 0.00
8442    SizeRate = 40.00 40.00
8443    SizeRateDamping = 0.60 0.60
8444    Alpha1 = 0.00 0.00 0
8445    Alpha2 = 0.00 0.00 0
8446    Alpha3 = 0.00 0.00 0
8447    Alpha4 = 0.00 0.00 0
8448    Alpha5 = 0.00 0.00 0
8449    Alpha6 = 0.00 0.00 0
8450    Alpha7 = 0.00 0.00 0
8451    Alpha8 = 0.00 0.00 0
8452    Color1 = R:0 G:0 B:0 0
8453    Color2 = R:50 G:255 B:50 2
8454    Color3 = R:0 G:0 B:0 30
8455    Color4 = R:0 G:0 B:0 0
8456    Color5 = R:0 G:0 B:0 0
8457    Color6 = R:0 G:0 B:0 0
8458    Color7 = R:0 G:0 B:0 0
8459    Color8 = R:0 G:0 B:0 0
8460    ColorScale = 0.00 0.00
8461    BurstDelay = 1.00 1.00
8462    BurstCount = 1.00 1.00
8463    InitialDelay = 0.00 0.00
8464    DriftVelocity = X:0.00 Y:0.00 Z:0.20
8465    VelocityType = OUTWARD
8466    VelOutward = 0.00 0.00
8467    VelOutwardOther = 0.00 0.00
8468    VolumeType = CYLINDER
8469    VolCylinderRadius = 0.00
8470    VolCylinderLength = 0.00
8471    IsHollow = No
8472    IsGroundAligned = No
8473    IsEmitAboveGroundOnly = No
8474    IsParticleUpTowardsEmitter = No
8475    WindMotion = Unused
8476    WindAngleChangeMin = 0.149924
8477    WindAngleChangeMax = 0.449946
8478    WindPingPongStartAngleMin = 0.000000
8479    WindPingPongStartAngleMax = 0.785398
8480    WindPingPongEndAngleMin = 5.497787
8481    WindPingPongEndAngleMax = 6.283185
8482  End


Generated: Sat Mar 28 08:18:23 2009 Cross-referenced by PHPXref 0.7