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1 ;////////////////////////////////////////////////////////////////////////////// 2 ;FILE: FXList.ini (SYSTEM) //////////////////////////////////////////////////// 3 ;////////////////////////////////////////////////////////////////////////////// 4 5 ; ---------------------------------------------- 6 7 FXList WeaponFX_ToxinShellWeapon 8 ParticleSystem 9 Name = ToxicShellExplosion 10 End 11 End 12 13 ; ---------------------------------------------- 14 FXList FX_CarOverlappedByCrusher 15 Sound 16 Name = CarMount 17 End 18 End 19 20 ; ---------------------------------------------- 21 FXList FX_GIDie 22 ; yes, an empty FXList. Why? Not sure. 23 End 24 25 ; ---------------------------------------------- 26 FXList FX_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
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