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GameStar Special 2004 March
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OperationThunderstorm
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Data_ini_FXList.ini
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2004-01-28
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;//////////////////////////////////////////////////////////////////////////////
;FILE: FXList.ini (SYSTEM) ////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
; ----------------------------------------------
FXList WeaponFX_ToxinShellWeapon
ParticleSystem
Name = ToxicShellExplosion
End
End
; ----------------------------------------------
FXList FX_CarOverlappedByCrusher
Sound
Name = CarMount
End
End
; ----------------------------------------------
FXList FX_GIDie
; yes, an empty FXList. Why? Not sure.
End
; ----------------------------------------------
FXList FX_GIDieCrushed
Sound
Name = InfantryCrush
End
End
; ----------------------------------------------
FXList FX_DamageMinorArmorPiercing
; yes, an empty FXList. Why? Not sure.
End
; ----------------------------------------------
FXList FX_DamageMajorArmorPiercing
; yes, an empty FXList. Why? Not sure.
End
; ----------------------------------------------
FXList FX_DamageTankStruck
ParticleSystem
Name = TankStruckSmoke
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
ParticleSystem
Name = TankStruckDebris
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
ParticleSystem
Name = TankStruckSparks
Height = 10 10 CONSTANT
End
ParticleSystem
Name = TankStruckLenzflare
Height = 10 10 CONSTANT
End
LightPulse
Color = R:255 G:255 B:128
Radius = 30
IncreaseTime = 0
DecreaseTime = 500
End
Sound
Name = VehicleImpactHeavy
End
End
; ----------------------------------------------
FXList FX_HeroicDamageTankStruck
ParticleSystem
Name = TankStruckSmoke
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
ParticleSystem
Name = TankStruckDebris
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
ParticleSystem
Name = TankStruckSparks
Height = 10 10 CONSTANT
End
ParticleSystem
Name = HeroicTankStruckLenzflare
Height = 10 10 CONSTANT
End
LightPulse
Color = R:255 G:255 B:128
Radius = 30
IncreaseTime = 0
DecreaseTime = 500
End
Sound
Name = VehicleImpactHeavy
End
End
; ----------------------------------------------
FXList FX_DamageSmallTankStruck
ParticleSystem
Name = SmallTankStruckSmoke
Height = 0 0 CONSTANT
End
ParticleSystem
Name = SmallTankStruckSparks
Height = 0 0 CONSTANT
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
Sound
Name = VehicleImpactLight
End
End
; ----------------------------------------------
FXList FX_DamageTankStruckSmallArms
ParticleSystem
Name = TankStruckSparks
Height = 10 10 CONSTANT
End
ParticleSystem
Name = TankStruckSmallArmsSmoke
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
Sound
Name = VehicleImpactLight
End
End
; ----------------------------------------------
FXList FX_DamageDisableVehicle
ParticleSystem
Name = TankStruckSparks
Height = 10 10 CONSTANT
End
ParticleSystem
Name = TankStruckSmallArmsSmoke
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
Sound
Name = VehicleImpactLight
End
Sound
Name = BuildingDisabled
End
End
; ----------------------------------------------
FXList FX_HeroicDamageDisableVehicle
ParticleSystem
Name = TankStruckSparks
Height = 10 10 CONSTANT
End
ParticleSystem
Name = TankStruckSmallArmsSmoke
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
Sound
Name = VehicleImpactLight
End
Sound
Name = BuildingDisabled
End
End
; ----------------------------------------------
FXList FX_DamageSmallTankStruckSmallArms
ParticleSystem
Name = SmallTankStruckSparks
Height = 0 0 CONSTANT
End
ParticleSystem
Name = TankStruckSmallArmsSmoke
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
LightPulse
Color = R:128 G:128 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 100
End
Sound
Name = VehicleImpactLight
End
End
; ----------------------------------------------
FXList FX_HeroicDamageTankStruckSmallArms
ParticleSystem
Name = HeroicTankStruckSparks
Offset = X:0.0 Y:0.0 Z:5.0
; Height = 0 0 CONSTANT
End
ParticleSystem
Name = TankStruckSmallArmsSmoke
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
LightPulse
Color = R:255 G:0 B:0
Radius = 25
IncreaseTime = 0
DecreaseTime = 100
End
Sound
Name = VehicleImpactLight
End
End
; ----------------------------------------------
FXList FX_DamageInfantryStruck
ParticleSystem
Name = InfantryMortarDebris
End
ParticleSystem
Name = InfantryMortarDust
End
Sound
; Name = VehicleImpactLight
End
End
; ----------------------------------------------
FXList FX_DamageInfantryStruckSmallArms
ParticleSystem
Name = InfantryStruckSparks
Height = 10 10 CONSTANT
End
ParticleSystem
Name = InfantryStruckSmallArmsSmoke
Height = 10 10 CONSTANT
OrientToObject = Yes
Ricochet = Yes
End
Sound
; Name = VehicleImpactLight
End
End
; ----------------------------------------------
FXList FX_HeroicDamageInfantryStruckSmallArms
ParticleSystem
Name = HeroicInfantryStruckSparks
Height = 10 10 CONSTANT
End
ParticleSystem
Name = InfantryStruckSmallArmsSmoke
OrientToObject = Yes
Ricochet = Yes
End
ParticleSystem
Name = HeroicInfantryStruckFlare
End
Sound
; Name = VehicleImpactLight
End
End
; ----------------------------------------------
FXList FX_DamageTankStruckFlame
ParticleSystem
Name = TankStruckFlame
Height = 10 10 CONSTANT
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
End
; ----------------------------------------------
FXList FX_TechnicalGunnerHitsGround
ParticleSystem
Name = TreeBounceDust
End
Sound
Name = TechnicalBodyfall
End
End
; ----------------------------------------------
; weapon fx for firing the gun (but not the shells landing)
FXList WeaponFX_BattleshipBogusGun
; This is where the battleship shake needs to be set
ViewShake
Type = SEVERE
End
ParticleSystem
Name = BattleshipMuzzleFlashFlame
OrientToObject = Yes
End
ParticleSystem
Name = BattleshipMuzzleFlashSmoke
OrientToObject = Yes
End
ParticleSystem
Name = BattleshipMuzzleFlashWave
Offset = X:0.0 Y:0.0 Z:-20.0
OrientToObject = Yes
End
End
; ----------------------------------------------
; weapon fx for a "shell" "landing" on the target
; @todo srj -- placeholder FX
FXList WeaponFX_BattleshipTargetExplode
ViewShake
Type = SUBTLE
End
TerrainScorch
Type = RANDOM
Radius = 15
End
LightPulse
Color = R:255 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
ParticleSystem
Name = MortarDebris
End
ParticleSystem
Name = MortarDust
End
Sound
Name = ExplosionBattleshipTarget
End
End
; ----------------------------------------------
FXList WeaponFX_NeutronMissile
Sound
Name = NeutronMissileRelease
End
End
; ----------------------------------------------
FXList FX_ScudLauncherIgnition
; Sound
; Name = NeutronMissileRelease
; End
ParticleSystem
Name = ScudStormIgnitionCloud
Offset = X:-20.0 Y:0.0 Z:3.0
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_ScudStormMissile
Sound
Name = NeutronMissileRelease
End
End
; ----------------------------------------------
FXList FX_ScudStormIgnition
Sound
Name = NeutronMissileRelease
End
ParticleSystem
Name = ScudStormIgnitionCloud
Offset = X:0.0 Y:0.0 Z:3.0
End
End
; ----------------------------------------------
FXList FX_TomahawkIgnition
Sound
; Name = NeutronMissileRelease
End
ParticleSystem
Name = ScudStormIgnitionCloud
Offset = X:0.0 Y:0.0 Z:3.0
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList ScudStormMissileDetonation
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = ScudMissleExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = ScudMissleLenzFlare
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ScudMissleExplosionTrailArms
InitialDelay = 100 100 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:25.0
End
End
; ----------------------------------------------
FXList WeaponFX_NapalmMissile
Sound
Name = FireStormMissileWeapon
End
End
; ----------------------------------------------
FXList WeaponFX_DragonTankFlameWeapon
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
End
; ----------------------------------------------
FXList WeaponFX_DragonTankFlameWeaponUpgraded
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
End
; ----------------------------------------------
FXList WeaponFX_ToxinTruckFlameWeapon
LightPulse
Color = R:64 G:255 B:64
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
End
; ----------------------------------------------
FXList WeaponFX_ToxinTruckFlameWeaponUpgraded
LightPulse
Color = R:64 G:64 B:255
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
End
; ----------------------------------------------
FXList WeaponFX_CleanupFireWeapon
LightPulse
Color = R:64 G:128 B:255
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
End
; ----------------------------------------------
FXList WeaponFX_GenericTankShellDetonation
Sound
Name = ExplosionRocketBuggyMissile
End
ParticleSystem
Name = BuggyMissileExplosion
UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
End
ParticleSystem
Name = BuggyMissileExplosionSmoke
End
End
; ----------------------------------------------
FXList WeaponFX_InfernoTankShellDetonation
Sound
Name = ExplosionFire
End
ParticleSystem
Name = BuggyMissileExplosion
UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
End
ParticleSystem
Name = BuggyMissileExplosionSmoke
End
End
; ----------------------------------------------
FXList WeaponFX_GenericTankGunNoTracer
ViewShake
Type = NORMAL
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = TankMuzzleFlashSmoke
OrientToObject = Yes
End
ParticleSystem
Name = TankMuzzleFlashFlame
OrientToObject = Yes
End
ParticleSystem
Name = TankMuzzleFlare
OrientToObject = Yes
End
ParticleSystem
Name = TankMuzzleWave
OrientToObject = Yes
CreateAtGroundHeight = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_HeroicGenericTankGunNoTracer
ViewShake
Type = NORMAL
End
LightPulse
Color = R:128 G:0 B:0
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = HeroicTankMuzzleFlashSmoke
OrientToObject = Yes
End
ParticleSystem
Name = HeroicTankMuzzleFlashFlame
OrientToObject = Yes
End
ParticleSystem
Name = HeroicTankMuzzleFlare
OrientToObject = Yes
End
ParticleSystem
Name = TankMuzzleWave
OrientToObject = Yes
CreateAtGroundHeight = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_NukeCannonMuzzleFlash
ViewShake
Type = NORMAL
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = NukeCannonMuzzleFlashSmoke
OrientToObject = Yes
End
ParticleSystem
Name = NukeCannonMuzzleFlashFlame
OrientToObject = Yes
End
ParticleSystem
Name = NukeCannonMuzzleFlare
OrientToObject = Yes
End
ParticleSystem
Name = NukeCannonMuzzleFlashRing
OrientToObject = Yes
End
ParticleSystem
Name = NukeCannonMuzzleWave
OrientToObject = Yes
CreateAtGroundHeight = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_HeroicNukeCannonMuzzleFlash
ViewShake
Type = NORMAL
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = NukeCannonMuzzleFlashSmoke
OrientToObject = Yes
End
ParticleSystem
Name = NukeCannonMuzzleFlashFlame
OrientToObject = Yes
End
ParticleSystem
Name = HeroicNukeCannonMuzzleFlare
OrientToObject = Yes
End
ParticleSystem
Name = HeroicNukeCannonMuzzleFlashRing
OrientToObject = Yes
End
ParticleSystem
Name = NukeCannonMuzzleWave
OrientToObject = Yes
CreateAtGroundHeight = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_GenericTankGunNoTracerSmall
ViewShake
Type = NORMAL
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = TankSmallMuzzleFlashSmoke
OrientToObject = Yes
End
ParticleSystem
Name = TankSmallMuzzleFlashFlame
OrientToObject = Yes
End
ParticleSystem
Name = TankSmallMuzzleFlare
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_HeroicGenericTankGunNoTracerSmall
ViewShake
Type = NORMAL
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = TankSmallMuzzleFlashSmoke
OrientToObject = Yes
End
ParticleSystem
Name = TankSmallMuzzleFlashFlame
OrientToObject = Yes
End
ParticleSystem
Name = HeroicTankSmallMuzzleFlare
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_GenericTankGun
ViewShake
Type = NORMAL
End
LightPulse
Color = R:255 G:255 B:128
Radius = 25
IncreaseTime = 0
DecreaseTime = 500
End
Tracer
DecayAt = 0.5
Length = 20
Width = 0.5
Color = R:230 G:204 B:179
End
ParticleSystem
Name = TankMuzzleFlashSmoke
OrientToObject = Yes
RotateY = 90
End
ParticleSystem
Name = TankMuzzleFlashFlame
OrientToObject = Yes
RotateY = 90
End
End
; ----------------------------------------------
FXList WeaponFX_GenericMachineGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 10
IncreaseTime = 0
DecreaseTime = 200
End
ParticleSystem
Name = GattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShells
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:255 B:255
Speed = 600
Probability = 0.5
End
End
; ----------------------------------------------
FXList WeaponFX_GenericMachineGunFireWithRedTracers
LightPulse
Color = R:128 G:0 B:0
Radius = 25
IncreaseTime = 0
DecreaseTime = 200
End
ParticleSystem
Name = HeroicGattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShells
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:0 B:0
Speed = 300
Probability = 0.5
End
End
; ----------------------------------------------
FXList WeaponFX_GattlingTankMachineGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 10
IncreaseTime = 0
DecreaseTime = 100
End
ParticleSystem
Name = GattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShellsGattling
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:255 B:255
Speed = 1200
Probability = 0.7
End
End
; ----------------------------------------------
FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers
LightPulse
Color = R:255 G:64 B:64
Radius = 25
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = HeroicGattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShellsGattling
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:0 B:0
Speed = 1200
Probability = 0.7
End
End
; ----------------------------------------------
FXList WeaponFX_GattlingCannonMachineGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 10
IncreaseTime = 0
DecreaseTime = 100
End
ParticleSystem
Name = GattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShellsGattlingTilted
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:255 B:255
Speed = 1200
Probability = 0.7
End
End
; ----------------------------------------------
FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers
LightPulse
Color = R:255 G:64 B:64
Radius = 25
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = HeroicGattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShellsGattlingTilted
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:0 B:0
Speed = 1200
Probability = 0.7
End
End
; ----------------------------------------------
FXList WeaponFX_RedguardMachineGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 10
IncreaseTime = 0
DecreaseTime = 100
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:230 G:204 B:179
Speed = 300
Probability = 0.5
End
End
; ----------------------------------------------
FXList WeaponFX_HeroicRedguardMachineGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 10
IncreaseTime = 0
DecreaseTime = 100
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:0 B:0
Speed = 300
Probability = 0.5
End
End
; ----------------------------------------------
FXList WeaponFX_RangerAdvancedCombatRifleFire
LightPulse
Color = R:255 G:255 B:128
Radius = 20
IncreaseTime = 0
DecreaseTime = 300
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:230 G:204 B:179
Speed = 300
Probability = 0.5
End
End
; ----------------------------------------------
FXList WeaponFX_HeroicRangerAdvancedCombatRifleFire
LightPulse
Color = R:255 G:255 B:128
Radius = 20
IncreaseTime = 0
DecreaseTime = 300
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:0 B:0
Speed = 300
Probability = 0.9
End
End
; ----------------------------------------------
FXList WeaponFX_Comanche20mmCannonFire
LightPulse
Color = R:255 G:255 B:255
Radius = 60
IncreaseTime = 0
DecreaseTime = 100
End
ParticleSystem
Name = GattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShellsComanche
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:128 G:128 B:128
Speed = 600
; Probability = 0.9
End
End
; ----------------------------------------------
FXList WeaponFX_HeroicComanche20mmCannonFire
LightPulse
Color = R:255 G:128 B:128
Radius = 60
IncreaseTime = 0
DecreaseTime = 100
End
ParticleSystem
Name = HeroicGattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShellsComanche
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:196 G:0 B:0
Speed = 600
; Probability = 0.9
End
End
; ----------------------------------------------
FXList WeaponFX_WatchTowerMachineGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 21
IncreaseTime = 0
DecreaseTime = 100
End
ParticleSystem
Name = GattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
End
; ----------------------------------------------
FXList WeaponFX_CommandoMachineGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 10
IncreaseTime = 0
DecreaseTime = 100
End
End
; ----------------------------------------------
FXList WeaponFX_QuadCannonGunFire
LightPulse
Color = R:128 G:128 B:64
Radius = 20
IncreaseTime = 0
DecreaseTime = 100
End
ParticleSystem
Name = GattlingCannonLenzflareIntense
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShells
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:255 B:255
Speed = 300
Probability = 0.5
End
End
; ----------------------------------------------
FXList WeaponFX_HeroicQuadCannonGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 20
IncreaseTime = 0
DecreaseTime = 300
End
ParticleSystem
Name = HeroicGattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShells
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:255 G:0 B:0
Speed = 300
Probability = 0.5
End
End
; ----------------------------------------------
FXList WeaponFX_TechnicalGunFire
LightPulse
Color = R:255 G:255 B:128
Radius = 25
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = GattlingCannonLenzflareIntense
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FallingShells
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:230 G:204 B:179
Speed = 300
Probability = 0.25
End
End
; ----------------------------------------------
FXList WeaponFX_NapalmMissileDetonation
ParticleSystem
Name = NapalmExplosionArms
End
ParticleSystem
Name = NapalmFire
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = NapalmExplosionFlare
Offset = X:0.0 Y:0.0 Z:15.0
End
TerrainScorch
Type = RANDOM
Radius = 15
End
LightPulse
Color = R:255 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
Sound
Name = ExplosionFire
End
End
; ----------------------------------------------
FXList WeaponFX_BlackNapalmMissileDetonation
ParticleSystem
Name = NapalmExplosionArms
End
ParticleSystem
Name = NapalmFire
Offset = X:0.0 Y:0.0 Z:5.0
End
TerrainScorch
Type = RANDOM
Radius = 15
End
LightPulse
Color = R:255 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
Sound
Name = ExplosionFire
End
End
; ----------------------------------------------
FXList WeaponFX_MolotovCocktailDetonation
ParticleSystem
Name = MolotovFlames
End
ParticleSystem
Name = MolotovGlassShatter
End
TerrainScorch
Type = RANDOM
Radius = 18
End
LightPulse
Color = R:255 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
Sound
Name = MolotovCocktailShatter
End
End
; ----------------------------------------------
FXList WeaponFX_JetMissileDetonation
ViewShake
Type = NORMAL
End
TerrainScorch
Type = RANDOM
Radius = 15
End
LightPulse
Color = R:255 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
Sound
Name = ExplosionJetMissile
End
End
; ----------------------------------------------
FXList FX_BombExplosion
ParticleSystem
Name = CarpetBombExplosionSmoke
End
ParticleSystem
Name = CarpetBombExplosionShockwave
End
ViewShake
Type = NORMAL
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = Explosion
End
End
; ----------------------------------------------
FXList FX_TankDieExplosion
ViewShake
Type = NORMAL
End
TerrainScorch
Type = RANDOM
Radius = 15
End
LightPulse
Color = R:255 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------------
; The death of a Jet
FXList FX_JetDeathExplosion
ParticleSystem
Name = JetExplosion
OrientToObject = Yes
End
ParticleSystem
Name = JetDebris
OrientToObject = Yes
End
ParticleSystem
Name = MammothTankSubExplosionSmoke
Count = 3
Radius = 15 30 UNIFORM
Height = 0 0 UNIFORM
InitialDelay = 50 667 UNIFORM
OrientToObject = Yes
End
ViewShake
Type = NORMAL
End
End
; -----------------------------------------------------------------------------------
; The death of a Raptor
; *********************
; KM: This is a COPY of the jet death explosion. Mike Jones -- I added this for you
; to take over and make it look cool! :)
; *********************
FXList FX_RaptorDeathExplosion
ParticleSystem
Name = JetExplosion
OrientToObject = Yes
End
ParticleSystem
Name = JetDebris
OrientToObject = Yes
End
ParticleSystem
Name = MammothTankSubExplosionSmoke
Count = 3
Radius = 15 30 UNIFORM
Height = 0 0 UNIFORM
InitialDelay = 50 667 UNIFORM
OrientToObject = Yes
End
ViewShake
Type = NORMAL
End
End
; -----------------------------------------------------------------------------------
FXList FX_GenericTankDeathExplosion
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = MammothTankSubExplosionSmoke
Radius = 15 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 167 667 UNIFORM
End
ParticleSystem
Name = MammothTankExplosionDebris
End
ParticleSystem
Name = MammothTankExplosionLenzflare
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = MammothTankExplosionShockwave
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------------
FXList FX_AmericaVehicleTomahawkDeathExplosion
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = MammothTankSubExplosionSmoke
Count = 3
Radius = 15 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 167 667 UNIFORM
End
ParticleSystem
Name = MammothTankExplosionDebris
End
ParticleSystem
Name = MammothTankExplosionShockwave
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------------
FXList FX_ChinaVehicleNukeCannonDeathExplosion
; -----------------------------------------------------------------------------
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionMiniNuke
End
ParticleSystem
Name = NukeCannonFlare
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:40.0
End
ParticleSystem
Name = NukeCannonMushroomExplosion
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:40.0
End
ParticleSystem
Name = NukeCannonMushroomCloudRing
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:45.0
End
ParticleSystem
Name = NukeCannonRing
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = NukeCannonBlastWave
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = NukeCannonShockwaveInverted
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeCannonMushroomStem
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeCannonMushroomRing
InitialDelay = 1000 1000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:35.0
End
End
;---------------------------------------------------------------------------------------
;The list of effects that occur when the beam hits the ground. The number of times the
;beam hits the ground is specified in the particle uplink cannon's settings, and changing
;it does NOT effect gameplay -- so change as you see fit!
;---------------------------------------------------------------------------------------
FXList FX_ParticleUplinkCannon_BeamHitsGround
; ViewShake
; Type = SEVERE
; End
; Sound
; Name = ExplosionScudExplosive
; End
ParticleSystem
Name = ParticleCannonUplink_HitFlare
Offset = X:0.0 Y:0.0 Z:2.0
OrientToObject = Yes
End
ParticleSystem
Name = ParticleUplinkCannon_Magma
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ParticleUplinkCannon_Sparks
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ParticleUplinkCannon_Shockwave
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = ParticleUplinkCannon_Fire
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ---------------------------------------------------------------------------------------
FXList FX_ParticleUplinkCannon_BeamLaunchIteration
; ViewShake
; Type = SEVERE
; End
; Sound
; Name = ExplosionScudExplosive
; End
ParticleSystem
Name = ParticleUplinkCannon_LaunchFlare
Offset = X:0.0 Y:0.0 Z:10.0
End
; ParticleSystem
; Name = ParticleUplinkCannon_Magma
; Offset = X:0.0 Y:0.0 Z:1.0
; End
End
; ---------------------------------------------------------------------------------------
; The initial detonation of the Mammoth Tank - fiery 'arms' shoot out, and it breaks apart
FXList FX_GenericTankDeathEffect
ParticleSystem
Name = MammothTankExplosionArms
End
Sound
Name = Explosion
End
End
; -----------------------------------------------------------------------------
FXList FX_CrusaderCatchFire
ParticleSystem
Name = TankFire
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = ExplosionBarrel
End
End
; -----------------------------------------------------------------------------
FXList FX_HumveeExplosionOneInitial
ParticleSystem
Name = HotPillarArms
Offset = X:10 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = ExplosionBarrel
End
End
; -----------------------------------------------------------------------------------
; The secondary detonation of the Humvee
FXList FX_HumveeExplosionOneFinal
ParticleSystem
Name = HumveeExplosionSmoke
End
ParticleSystem
Name = HumveeSubExplosionSmoke
Count = 3
Radius = 15 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 167 667 UNIFORM
End
ParticleSystem
Name = HumveeExplosionDebris
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------
FXList FX_HumveeDamageTransition
ParticleSystem
Name = HumveeTransitionExplosion1
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_ComancheDamageTransition
ParticleSystem
Name = ComancheTransitionSmoke
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_JetBigDamageTransition
ParticleSystem
Name = JetTransitionSmokeLarge
Offset = X:0 Y:0 Z:10
OrientToObject = Yes
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_BattleMasterExplosionOneInitial
ParticleSystem
Name = HotPillarArms
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = ExplosionBarrel
End
End
; -----------------------------------------------------------------------------
FXList FX_GattlingExplosionOneInitial
ParticleSystem
Name = HotPillarArms
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = ExplosionBarrel
End
End
; -----------------------------------------------------------------------------
FXList FX_GattlingExplosionOneFinal
ParticleSystem
Name = BattleMasterTankExplosionSmoke
End
ParticleSystem
Name = BattleMasterTankSubExplosionSmoke
Count = 3
Radius = 15 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 167 667 UNIFORM
End
ParticleSystem
Name = BattleMasterTankExplosionDebris
End
ParticleSystem
Name = BattleMasterTankExplosionShockwave
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------
FXList FX_BattleMasterExplosionOneFinal
ParticleSystem
Name = BattleMasterTankExplosionSmoke
End
ParticleSystem
Name = BattleMasterTankExplosionDebris
End
ParticleSystem
Name = BattleMasterTankExplosionShockwave
Offset = X:0 Y:0 Z:2
End
ParticleSystem
Name = BattleMasterTankExplosionLenzflare
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------
FXList FX_ScudLauncherExplosionOneFinal
ParticleSystem
Name = ScudLauncherExplosionSmoke
OrientToObject = Yes
End
ParticleSystem
Name = BattleMasterTankExplosionDebris
End
ParticleSystem
Name = BattleMasterTankExplosionShockwave
Offset = X:0 Y:0 Z:2
End
ParticleSystem
Name = BattleMasterTankExplosionLenzflare
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = ScudMissleLauncherExplosionTrailArms
Offset = X:0 Y:0 Z:5
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------
FXList FX_SupplyTruckExplosionOneFinal
ParticleSystem
Name = ScudLauncherExplosionSmoke
OrientToObject = Yes
End
ParticleSystem
Name = BattleMasterTankExplosionDebris
End
ParticleSystem
Name = BattleMasterTankExplosionShockwave
Offset = X:0 Y:0 Z:2
End
ParticleSystem
Name = BattleMasterTankExplosionLenzflare
Offset = X:0 Y:0 Z:10
End
; ParticleSystem
; Name = ScudMissleLauncherExplosionTrailArms
; Offset = X:0 Y:0 Z:5
; End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------
FXList FX_ToxinTruckExplosionOneFinal
ParticleSystem
Name = BattleMasterTankExplosionSmoke
End
ParticleSystem
Name = BattleMasterTankExplosionDebris
End
ParticleSystem
Name = ScudMissleExplosionTrailArms
Offset = X:0 Y:0 Z:2
End
ParticleSystem
Name = ToxicExplosionLarge
Offset = X:0 Y:0 Z:5
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------
FXList FX_GattlingExplosionOneFinal
ParticleSystem
Name = BattleMasterTankExplosionSmoke
End
ParticleSystem
Name = BattleMasterTankExplosionDebris
End
ParticleSystem
Name = BattleMasterTankExplosionShockwave
Offset = X:0 Y:0 Z:2
End
ParticleSystem
Name = BattleMasterTankExplosionLenzflare
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------
FXList FX_BattleMasterDamageTransition
ParticleSystem
Name = BattleMasterTransitionExplosion
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = BattleMasterTransitionLenzflare
Offset = X:0 Y:0 Z:1
End
ParticleSystem
Name = BattleMasterTransitionDebris
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_BattleMasterDamageTransitionSmall
ParticleSystem
Name = BattleMasterTransitionExplosionSmall
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = BattleMasterTransitionLenzflareSmall
Offset = X:0 Y:0 Z:1
End
ParticleSystem
Name = BattleMasterTransitionDebrisSmall
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_BattleDroneDamageTransitionSmall
ParticleSystem
Name = BattleMasterTransitionExplosionSmall
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = BattleMasterTransitionLenzflareSmall
Offset = X:0 Y:0 Z:1
End
ParticleSystem
Name = BattleMasterTransitionDebrisSmall
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
End
; -----------------------------------------------------------------------------
FXList FX_ScudLauncherDamageTransition
ParticleSystem
Name = ScudLauncherTransitionExplosion
Offset = X:0 Y:0 Z:5
OrientToObject = Yes
End
ParticleSystem
Name = ScudLauncherTransitionLenzflare
Offset = X:0 Y:0 Z:1
OrientToObject = Yes
End
ParticleSystem
Name = ScudLauncherTransitionDebris
Offset = X:0 Y:0 Z:10
OrientToObject = Yes
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_OverlordSmoke
ParticleSystem
Name = TankSmoke
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = ExplosionBarrel
End
End
; -----------------------------------------------------------------------------
FXList FX_OverlordExplosionOneInitial
ParticleSystem
Name = HotPillarArms
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = ExplosionBarrel
End
End
; -----------------------------------------------------------------------------------
FXList FX_OverlordExplosionOneFinal
ParticleSystem
Name = OverlordExplosionSmoke
End
ParticleSystem
Name = OverlordSubExplosionSmoke
Radius = 15 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 167 667 UNIFORM
End
ParticleSystem
Name = OverlordExplosionDebris
End
ParticleSystem
Name = OverlordExplosionLenzflare
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = OverlordExplosionShockwave
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------
FXList FX_OverlordDamageTransition
ParticleSystem
Name = OverlordTransitionExplosion
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = OverlordTransitionDebris
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = OverlordTransitionLenzflare
Offset = X:0 Y:0 Z:1
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_NukeCannonDamageTransition
ParticleSystem
Name = NukeCannonTransitionExplosion
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = NukeCannonTransitionDebris
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = NukeCannonTransitionLenzflare
Offset = X:0 Y:0 Z:1
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_DragonDamageTransition
ParticleSystem
Name = DragonTransitionExplosion
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = DragonTransitionDebris
Offset = X:0 Y:0 Z:10
End
ParticleSystem
Name = DragonTransitionLenzflare
Offset = X:0 Y:0 Z:1
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_CrusaderDamageTransition
ParticleSystem
Name = DragonTransitionExplosion1
Offset = X:0 Y:0 Z:0
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_MIGDamageTransition
ParticleSystem
Name = MIGTransitionSmoke
Offset = X:0 Y:0 Z:0
OrientToObject = Yes
End
ViewShake
Type = SUBTLE
End
Sound
Name = VehicleDamagedState
End
End
; -----------------------------------------------------------------------------
FXList FX_DragonNapalmSpill
ParticleSystem
Name = NapalmSpill01
Offset = X:0 Y:0 Z:10
; AttachToObject = YES
End
ParticleSystem
Name = NapalmSpill02
; AttachToObject = YES
Offset = X:0 Y:0 Z:10
End
Sound
Name = FireHydrantBreak
End
End
; -----------------------------------------------------------------------------------
; The secondary detonation of the Dragon Tank - multiple explosions, dirt, shockwave
FXList FX_DragonTankDeathExplosionFinal
ParticleSystem
Name = OverlordExplosionSmoke
End
ParticleSystem
Name = OverlordSubExplosionSmoke
Radius = 15 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 167 667 UNIFORM
End
ParticleSystem
Name = FirestormSmall
End
ParticleSystem
Name = FirestormRingSmall
OrientToObject = Yes
Offset = X:0 Y:0 Z:1
End
ViewShake
Type = SUBTLE
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
; -----------------------------------------------------------------------------
FXList FX_QuadCannonCatchFire
ParticleSystem
Name = TankFire
Offset = X:0 Y:0 Z:10
End
ViewShake
Type = SUBTLE
End
Sound
Name = QuadCannonCatchFire
End
End
; ----------------------------------------------
FXList FX_FireHydrantExplode
Sound
Name = FireHydrantBreak
End
End
; ----------------------------------------------
; The death of a small structure
FXList FX_SmallStructureDeath
; firey "heart" of the explosion
ParticleSystem
Name = MammothTankSubExplosionSmoke
End
ParticleSystem
Name = MammothTankSubExplosionSmoke
Radius = 15 30 UNIFORM
Height = 15 30 UNIFORM
InitialDelay = 200 300 UNIFORM
End
; grey "dusty" clouds
ParticleSystem
Name = StructureExplosionSmoke
Count = 1
;Radius = 10 20 UNIFORM
Height = 0 0 UNIFORM
InitialDelay = 0 200 UNIFORM
End
ParticleSystem
Name = StructureSubExplosionSmoke
Count = 5
Radius = 15 30 UNIFORM
Height = 0 30 UNIFORM
InitialDelay = 167 1000 UNIFORM
End
ParticleSystem
Name = StructureExplosionDebris
End
ParticleSystem
Name = SmallStructureExplosionShockwave
End
ViewShake
Type = STRONG
End
End
; ----------------------------------------------
; The death of a large structure
FXList FX_LargeStructureDeath
Sound
Name = BuildingDie
End
; firey "heart" of the explosion
ParticleSystem
Name = MammothTankSubExplosionSmoke
Count = 2
Radius = 20 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 0 200 UNIFORM
End
; grey "dusty" clouds
ParticleSystem
Name = StructureExplosionSmoke
Count = 3 ; 4
Radius = 10 40 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 0 200 UNIFORM
End
ParticleSystem
Name = StructureSubExplosionSmoke
Count = 5
Radius = 15 50 UNIFORM
Height = 0 40 UNIFORM
InitialDelay = 167 1000 UNIFORM
End
ParticleSystem
Name = StructureExplosionDebris
End
ParticleSystem
Name = LargeStructureExplosionShockwave
End
ViewShake
Type = STRONG
End
End
; -----------------------------------------------------------------------------
; The death of a command center
; -----------------------------------------------------------------------------
FXList FX_CommandCenterDeath
; firey "heart" of the explosion
ParticleSystem
Name = MammothTankSubExplosionSmoke
Count = 2
Radius = 20 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 0 200 UNIFORM
End
; grey "dusty" clouds
ParticleSystem
Name = StructureExplosionSmoke
Count = 3 ; 4
Radius = 10 40 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 0 200 UNIFORM
End
ParticleSystem
Name = StructureSubExplosionSmoke
Count = 5
Radius = 15 50 UNIFORM
Height = 0 40 UNIFORM
InitialDelay = 167 1000 UNIFORM
End
ParticleSystem
Name = StructureExplosionDebris
End
ParticleSystem
Name = LargeStructureExplosionShockwave
End
ViewShake
Type = STRONG
End
End
; -----------------------------------------------------------------------------
; The start of a Asian TV Station death
; -----------------------------------------------------------------------------
FXList FX_AsianTVStationDeath
; firey heard explosion at repair bay
ParticleSystem
Name = SubExplosionSmoke01
Offset = X:-30 Y:15: Z:10
Count = 2
Radius = 1 8 UNIFORM
Height = 1 8 UNIFORM
InitialDelay = 100 200 UNIFORM
End
; firey heard explosion at repair bay
ParticleSystem
Name = SubExplosionSmoke01
Offset = X:30 Y:15: Z:10
Count = 2
Radius = 1 8 UNIFORM
Height = 1 8 UNIFORM
InitialDelay = 100 200 UNIFORM
End
; firey heard explosion at repair bay
ParticleSystem
Name = SubExplosionSmoke01
Offset = X:30 Y:-15: Z:10
Count = 2
Radius = 1 8 UNIFORM
Height = 1 8 UNIFORM
InitialDelay = 100 200 UNIFORM
End
; firey heard explosion at repair bay
ParticleSystem
Name = SubExplosionSmoke01
Offset = X:-30 Y:-15: Z:10
Count = 2
Radius = 1 8 UNIFORM
Height = 1 8 UNIFORM
InitialDelay = 100 200 UNIFORM
End
End
; -----------------------------------------------------------------------------
; The start of a war factory death
; -----------------------------------------------------------------------------
FXList FX_AmericaWarFactoryDeathStart
; shake the screen a bit
ViewShake
Type = NORMAL
End
End
; -----------------------------------------------------------------------------
; The final death of a war factory
; -----------------------------------------------------------------------------
FXList FX_AmericaWarFactoryDeathFinal
; square shockwave around base of structure
ParticleSystem
Name = LargeSquareShockwave
OrientToObject = Yes
End
; firey heard explosion at above entrance arc
ParticleSystem
Name = SubExplosionSmoke01
Offset = X:30 Y:-30: Z:10
Count = 1
Radius = 1 8 UNIFORM
Height = 1 8 UNIFORM
InitialDelay = 200 400 UNIFORM
End
; grey "dusty" clouds
ParticleSystem
Name = StructureExplosionSmoke
Offset = X:0 Y:0 Z:10
Count = 3
Radius = 10 40 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 0 200 UNIFORM
End
; lighter than dusty clouds support smoke puffs
ParticleSystem
Name = StructureSubExplosionSmoke
Count = 5
Radius = 15 50 UNIFORM
Height = 0 40 UNIFORM
InitialDelay = 267 1000 UNIFORM
End
; shake the screen
ViewShake
Type = STRONG
End
; play a sound
Sound
Name = BuildingDie
End
End
; -----------------------------------------------------------------------------
; The opening of the ChinaNuclearMissileLauncher door
; -----------------------------------------------------------------------------
FXList ChinaNuclearMissileLauncherDoorOpen
Sound
Name = BuildingNeutronMissileOpen
End
End
; -----------------------------------------------------------------------------
; The launching of the ChinaNuclearMissileLauncher missile
; -----------------------------------------------------------------------------
FXList ChinaNuclearMissileLauncherLaunch
Sound
Name = BuildingNeutronMissileLaunch
End
End
; ----------------------------------------------
FXList FX_ABPowerPlantExplode
ParticleSystem
Name = MammothTankExplosionSmoke
End
End
; ----------------------------------------------
FXList FX_ABStingerSiteExplode
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = SmallStructureExplosionShockwave
End
End
; ----------------------------------------------
FXList FX_ABTunnelNetworkExplode
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = SmallStructureExplosionShockwave
End
ParticleSystem
Name = StructureExplosionSmallDebris
End
End
; ----------------------------------------------
FXList FX_TankerTruckExplode
Sound
Name = CarDie
End
ParticleSystem
Name = SootySmokeColumn
Offset = X:20 Y:0 Z:0
End
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = BarrelExplosionDebris
Count = 3
Radius = 0 10 UNIFORM
InitialDelay = 167 1000 UNIFORM
End
ParticleSystem
Name = MammothTankSubExplosionSmoke
Count = 10
Radius = 15 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 167 3000 UNIFORM
End
ParticleSystem
Name = TankerTruckExplosionShockwave
End
Sound
Name = GasStationDie
End
ViewShake
Type = STRONG
End
End
; ----------------------------------------------
FXList FX_CarWallSmoke
ParticleSystem
Name = HumveeSubExplosionSmoke
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList FX_CarWallSpark
ParticleSystem
Name = FlatSparkSprayLineBurst
Offset = X:0 Y:0 Z:10
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList FX_BigRigExplode
Sound
Name = GasStationDie
End
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = MammothTankExplosionShockwave
End
End
; ----------------------------------------------
FXList FX_CarCrush
Sound
Name = CarCrush
End
ParticleSystem
Name = CarCrushSmoke
End
ParticleSystem
Name = CarCrushDebris
End
End
; ----------------------------------------------
FXList FX_PropCrush
Sound
Name = CarCrush
End
ParticleSystem
Name = PuffLarge
End
ParticleSystem
Name = CarCrushDebris
End
End
; ----------------------------------------------
FXList FX_PropExplode
;Sound
; Name = CarCrush
;End
ParticleSystem
Name = PuffLarge
End
ParticleSystem
Name = CarCrushDebris
End
End
; ----------------------------------------------
FXList FX_GenericCarExplode
Sound
Name = CarDie
End
ParticleSystem
Name = Explosion
End
ParticleSystem
Name = ExplosionSmoke
End
End
; ----------------------------------------------
FXList FX_TerroristExplode
Sound
Name = TerroristSuicides
End
ParticleSystem
Name = Explosion
End
ParticleSystem
Name = ExplosionSmoke
End
End
; ----------------------------------------------
FXList FX_LimoExplode
Sound
Name = CarDie
End
ParticleSystem
Name = LimoExplosion
End
ParticleSystem
Name = LimoExplosionArms
Offset = X:12 Y:0 Z:0
End
ParticleSystem
Name = LimoExplosionArms
Offset = X:-12 Y:0 Z:0
End
ParticleSystem
Name = LimoExplosionSmoke
End
Sound
Name = Explosion
End
End
; ----------------------------------------------
FXList FX_LimoDamageTransition
Sound
Name = CarDie
End
ParticleSystem
Name = LimoTransitionExplosion
End
Sound
Name = VehicleDamagedState
End
End
; ----------------------------------------------
FXList FX_PoliceCarExplode
Sound
Name = CarDie
End
Sound
Name = PoliceCarDie
End
ParticleSystem
Name = Explosion
End
ParticleSystem
Name = ExplosionSmoke
End
End
; ----------------------------------------------
FXList FX_StoneWallTopple
; @todo srj need better everything
Sound
Name = WallStoneDie
End
End
; ----------------------------------------------
FXList FX_ConcreteWallTopple
Sound
Name = WallStoneDie
End
End
; ----------------------------------------------
FXList FX_BrickWallTopple
; @todo srj need better everything
Sound
Name = WallStoneDie
End
End
; ----------------------------------------------
FXList FX_WoodWallTopple
; @todo srj need better everything
Sound
Name = WallWoodDie
End
End
; ----------------------------------------------
FXList FX_SandWallTopple
; @todo srj need better everything
Sound
Name = WallSandDie
End
End
; ----------------------------------------------
FXList FX_SandbagPileGoesPoof
ParticleSystem
Name = PuffSmall
End
Sound
Name = WallSandDie
End
End
; ----------------------------------------------
FXList FX_GenericWallSegmentDeath
; @todo srj need better everything
ParticleSystem
Name = PuffSmall
End
ParticleSystem
Name = StructureExplosionDebris
End
Sound
Name = WallStoneDie
End
End
; ----------------------------------------------
FXList FX_ToppleTree
Sound
Name = CrushTree
End
End
; ----------------------------------------------
FXList FX_ToppleStreetSign
Sound
Name = StreetSignImpact
End
End
; ----------------------------------------------
FXList FX_ToppleLampPost
Sound
Name = LampPostShear
End
End
; ----------------------------------------------
FXList FX_TreeBounce
Sound
Name = TreeBounce
End
ParticleSystem
Name = TreeBounceDust
Offset = X:0 Y:0 Z:25
End
End
; ----------------------------------------------
FXList FX_LampPostBounce
Sound
Name = LampPostBounce
End
End
; ----------------------------------------------
FXList FX_ChainLinkFenceTopple
Sound
Name = WallMetalDie
End
End
; ----------------------------------------------
FXList FX_ChainLinkFenceBounce
Sound
Name = LampPostBounce
End
ParticleSystem
Name = TreeBounceDust
Offset = X:0 Y:0 Z:25
End
End
; -----------------------------------------------------------------------------------
; An explosive barrel
FXList FX_BarrelDeathExplosion
ParticleSystem
Name = BarrelExplosion
End
ParticleSystem
Name = BarrelExplosionShockwave
End
ParticleSystem
Name = BarrelExplosionDebris
End
ViewShake
Type = SUBTLE
End
Sound
Name = ExplosionBarrel
End
End
; -----------------------------------------------------------------------------------
; A cinematic explosive barrel used in GLA05 for the bridge explosion
FXList FX_CINE_BarrelDeathExplosion01
ParticleSystem
Name = BarrelExplosion
End
ParticleSystem
Name = BarrelExplosionShockwave
End
ParticleSystem
Name = BarrelExplosionDebris
End
ViewShake
Type = SUBTLE
End
Sound
Name = CINE_ExplosionBarrel01
End
End
; -----------------------------------------------------------------------------------
; A cinematic explosive barrel used in GLA05 for the bridge explosion
FXList FX_CINE_BarrelDeathExplosion02
ParticleSystem
Name = BarrelExplosion
End
ParticleSystem
Name = BarrelExplosionShockwave
End
ParticleSystem
Name = BarrelExplosionDebris
End
ViewShake
Type = SUBTLE
End
Sound
Name = CINE_ExplosionBarrel02
End
End
; -----------------------------------------------------------------------------------
FXList FX_PatriotMissileIgnition
Sound
Name = NoSound
End
ParticleSystem
Name = PatriotMissileIgnitionCloud
OrientToObject = Yes
End
End
; -----------------------------------------------------------------------------------
FXList WeaponFX_PatriotMissileDetonation
Sound
Name = NoSound
End
ParticleSystem
Name = PatriotMissileDetonationExplosion
OrientToObject = Yes
End
End
; -----------------------------------------------------------------------------------
FXList FX_NeutronMissileLaunch
ParticleSystem
Name = NeutronMissleLaunch
End
End
; -----------------------------------------------------------------------------------
FXList FX_NeutronMissileIgnition
Sound
Name = NoSound
End
End
; -----------------------------------------------------------------------------------
FXList FX_NapalmMissileIgnition
Sound
Name = NoSound
End
End
; -----------------------------------------------------------------------------------
FXList FX_JetMissileIgnition
Sound
Name = AuroraJetMissileWeapon
End
End
; -----------------------------------------------------------------------------------
FXList FX_A10ThunderboltMissileIgnition
Sound
Name = A10ThunderboltMissileWeaponSound
End
End
; -----------------------------------------------------------------------------------
FXList FX_StingerMissileIgnition
;Note: No sound here, as we are already playing one in the
;weapon definition
;Sound
; Name = StingerMissileWeapon
;End
ParticleSystem
Name = StingerMissileBackblast
OrientToObject = Yes
End
End
; -----------------------------------------------------------------------------------
FXList FX_BuggyMissileIgnition
ParticleSystem
Name = MissileBackblast
OrientToObject = Yes
End
ParticleSystem
Name = MissileBackblastClouds
OrientToObject = Yes
End
End
; -----------------------------------------------------------------------------------
FXList FX_MissileDefenderMissileIgnition
ParticleSystem
Name = MissileDefenderMissileBackblast
OrientToObject = Yes
End
End
; -----------------------------------------------------------------------------------
FXList FX_InfantryStingerMissileIgnition
ParticleSystem
Name = InfantryStingerMissileBackblast
OrientToObject = Yes
End
End
; -----------------------------------------------------------------------------------
FXList FX_HumveeMissileIgnition
ParticleSystem
Name = TowMissileBackblast
Offset = X:-15 Y:0 Z:0
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList FX_StructureDamaged
Sound
Name = BuildingImpactHeavy
End
ViewShake
Type = NORMAL
End
ParticleSystem
Name = StructureDamagedFlash
End
ParticleSystem
Name = StructureDamagedSmoke
End
ParticleSystem
Name = StructureDamagedDebris
End
End
; ----------------------------------------------
FXList FX_StructureDamagedNoShake
Sound
Name = BuildingDamage
End
ParticleSystem
Name = StructureDamagedFlash
End
ParticleSystem
Name = StructureDamagedSmoke
End
ParticleSystem
Name = StructureDamagedDebris
End
End
; ----------------------------------------------
FXList FX_StructureDamagedFlameNoShake
Sound
Name = NoSound
End
ParticleSystem
Name = StructureDamagedFlash
End
ParticleSystem
Name = StructureDamagedSmoke
End
ParticleSystem
Name = StructureDamagedDebris
End
End
; ----------------------------------------------
FXList WeaponFX_ComancheAntiTankMissileDetonation
Sound
Name = ExplosionRocketBuggyMissile
End
ParticleSystem
Name = BuggyMissileExplosion
End
ParticleSystem
Name = BuggyMissileExplosionSmoke
End
End
; ----------------------------------------------
FXList WeaponFX_ComancheRocketPodRocketDetonation
Sound
Name = ExplosionRocketBuggyMissile
End
ParticleSystem
Name = BuggyMissileExplosion
End
ParticleSystem
Name = BuggyMissileExplosionSmoke
End
End
; ----------------------------------------------
FXList WeaponFX_RocketBuggyMissileDetonation
Sound
Name = ExplosionRocketBuggyMissile
End
ParticleSystem
Name = BuggyMissileExplosion
End
ParticleSystem
Name = BuggyMissileExplosionSmoke
End
ParticleSystem
Name = BuggyMissileExplosionLenzflare
End
End
; ----------------------------------------------
FXList WeaponFX_SCUDMissileDetonationAnthrax
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = ScudMissleLauncherAnthraxExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = ScudMissleLauncherAnthraxLenzFlare
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = ScudMissleLauncherAnthraxExplosionTrailArms
Offset = X:0.0 Y:0.0 Z:15.0
End
End
; ----------------------------------------------
FXList WeaponFX_SCUDMissileDetonationToxin
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = ScudMissleLauncherToxinExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = ScudMissleLauncherToxinLenzFlare
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = ScudMissleLauncherToxinExplosionTrailArms
Offset = X:0.0 Y:0.0 Z:15.0
End
End
; ----------------------------------------------
FXList WeaponFX_TomahawkMissileDetonation
Sound
Name = ExplosionRocketBuggyMissile
End
ParticleSystem
Name = BuggyMissileExplosion
End
ParticleSystem
Name = BuggyMissileExplosionSmoke
End
End
; ----------------------------------------------
FXList WeaponFX_HumveeMissileDetonation
Sound
Name = ExplosionRocketBuggyMissile
End
ParticleSystem
Name = BuggyMissileExplosion
End
ParticleSystem
Name = BuggyMissileExplosionSmoke
End
; ParticleSystem
; Name = BuggyMissileDebris
; End
End
; ----------------------------------------------
FXList WeaponFX_DragonTankMissileDetonation
ParticleSystem
Name = FlamethrowerTarget
OrientToObject = Yes
End
ParticleSystem
Name = FlameThrowerSpray
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_DragonTankMissileDetonationUpgraded
ParticleSystem
Name = FlamethrowerTargetUpgraded
OrientToObject = Yes
End
ParticleSystem
Name = FlameThrowerSprayUpgraded
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList FX_RaptorMidAirCrashingExplosion
ParticleSystem
Name = BuggyMissileExplosion
End
ParticleSystem
Name = BuggyMissileExplosionSmoke
End
ParticleSystem
Name = BuggyMissileDebris
End
End
; ----------------------------------------------
FXList FX_RaptorCrashExplosion
ParticleSystem
Name = LargeStructureExplosionShockwave
End
ParticleSystem
Name = ExplosionLarge01
End
ParticleSystem
Name = HotPillarArms
End
ViewShake
Type = NORMAL
End
TerrainScorch
Type = RANDOM
Radius = 50
End
End
; ----------------------------------------------
FXList WeaponFX_ToxinTruckMissileDetonation
ParticleSystem
Name = ToxinTarget
OrientToObject = Yes
End
ParticleSystem
Name = ToxinPuddle
CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
End
End
; ----------------------------------------------
FXList WeaponFX_ToxinTruckMissileDetonationUpgraded
ParticleSystem
Name = AnthraxTarget
OrientToObject = Yes
End
ParticleSystem
Name = AnthraxPuddle
CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
End
End
; ----------------------------------------------
FXList WeaponFX_CleanupToxinDetonation
ParticleSystem
Name = CleanupTarget
OrientToObject = Yes
End
ParticleSystem
Name = CleanupPuddle
CreateAtGroundHeight = Yes ; This flag overrides given height offsets
End
End
; ----------------------------------------------
FXList WeaponFX_ToxinTruckSprayNozzle
ParticleSystem
Name = ToxinSpray
OrientToObject = Yes
End
ParticleSystem
Name = ToxinPuddle
CreateAtGroundHeight = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_ToxinTruckSprayGround
ParticleSystem
Name = ToxinPuddleLarge
CreateAtGroundHeight = Yes
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
End
End
; ----------------------------------------------
FXList WeaponFX_ToxinTruckSprayNozzleUpgraded
ParticleSystem
Name = AnthraxSpray
OrientToObject = Yes
End
ParticleSystem
Name = AnthraxPuddle
CreateAtGroundHeight = Yes
End
End
; ----------------------------------------------
FXList WeaponFX_ToxinTruckSprayGroundUpgraded
ParticleSystem
Name = AnthraxPuddleLarge
CreateAtGroundHeight = Yes
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
End
End
; ----------------------------------------------
FXList WeaponFX_StingerMissileDetonation
Sound
Name = ExplosionRocketBuggyMissile
End
ParticleSystem
Name = BuggyMissileExplosion
End
ParticleSystem
Name = BuggyMissileExplosionSmoke
End
End
; ----------------------------------------------
FXList WeaponFX_MineDetonation
Sound
Name = MineExplosion
End
ParticleSystem
Name = MineDebris
End
ParticleSystem
Name = MineSmoke
End
ParticleSystem
Name = MineFlash
Offset = X:0.0 Y:0.0 Z:1.0
End
TerrainScorch
Type = RANDOM
Radius = 15
End
End
; ----------------------------------------------
FXList WeaponFX_WorkerMineDisarming
Sound
Name = MineClearedByWorker
End
ParticleSystem
Name = MineDisarmingSmoke
End
ParticleSystem
Name = MineDisarmingFlash
Offset = X:0.0 Y:0.0 Z:1.0
End
TerrainScorch
Type = RANDOM
Radius = 10
End
End
; ----------------------------------------------
; mine is disarmed with a subtle "whoomp"...
; used when a dozer detonates one to disarm it
FXList WeaponFX_DozerMineDisarming
Sound
Name = MineClearedByDozer
End
ParticleSystem
Name = MineDisarmingSmoke
End
ParticleSystem
Name = MineDisarmingFlash
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = MineDisarmingDebris
End
TerrainScorch
Type = RANDOM
Radius = 10
End
End
; ----------------------------------------------
FXList WeaponFX_SuicideDynamitePackDetonation
ParticleSystem
Name = CarpetBombExplosionShockwave
End
ParticleSystem
Name = ArmExplosionSmall01
End
ParticleSystem
Name = HotPillarArms
End
ViewShake
Type = NORMAL
End
TerrainScorch
Type = RANDOM
Radius = 15
End
End
;---------------------------------------------------------------
;*******************Required For CHI01_INTRO********************
FXList WeaponFX_CINEConvoyNuke
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionNeutron
End
ParticleSystem
Name = NukeFlare
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:90.0
End
ParticleSystem
Name = NukeMushroomExplosion
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:90.0
End
ParticleSystem
Name = NukeMushroomCloudRing
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:105.0
End
ParticleSystem
Name = NukeRing
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = NukeBlastWave
InitialDelay = 300 300 UNIFORM ;In milliseconds
;Offset = X:0.0 Y:0.0 Z:45.0
Offset = X:0.0 Y:0.0 Z:15.0
End
ParticleSystem
Name = NukeShockwaveInverted
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeMushroomStem
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeShockwave
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeMushroomRing
InitialDelay = 1000 1000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:50.0
End
TerrainScorch
Type = RANDOM
Radius = 250
End
End
; ----------------------------------------------
FXList WeaponFX_TNTStickyBombDetonation
ParticleSystem
Name = LargeStructureExplosionShockwave
End
ParticleSystem
Name = ExplosionLarge01
End
ParticleSystem
Name = HotPillarArms
End
ViewShake
Type = NORMAL
End
TerrainScorch
Type = RANDOM
Radius = 50
End
End
; ----------------------------------------------
FXList FX_GLADemoTrapWarning
Sound
Name = GLADemoChargeAlarm
End
End
; ----------------------------------------------
FXList WeaponFX_DemoTrapDetonation
Sound
Name = DemoTrapExplosion
End
ParticleSystem
Name = BombTruckDefaultExplosionArms
End
ParticleSystem
Name = BombTruckDefaultLenzFlare
End
ParticleSystem
Name = BombTruckHEShockwave
End
TerrainScorch
Type = RANDOM
Radius = 15
End
End
; ----------------------------------------------
FXList CINE_WeaponFX_DemoTrapDetonation
Sound
Name = ExplosionMiniNuke
End
ParticleSystem
Name = LargeStructureExplosionShockwave
End
ParticleSystem
Name = ExplosionLarge01
End
ParticleSystem
Name = HotPillarArms
End
ViewShake
Type = NORMAL
End
TerrainScorch
Type = RANDOM
Radius = 50
End
End
; ----------------------------------------------
FXList WeaponFX_RangerFlashBangGrenadeDetonation
ParticleSystem
Name = FlashBangNormal
Offset = X:0 Y:0 Z:4
End
ParticleSystem
Name = FlashBangNormalSpark
End
Sound
Name = ExplosionFlashBang
End
End
; ----------------------------------------------------------------------------
; DaisyCutter explodes and sprays gas into the air
; ----------------------------------------------------------------------------
FXList FX_DaisyCutterExplode
ParticleSystem
Name = BuggySubExplosion
End
ParticleSystem
Name = DaisyExplosionGasSpray
End
ParticleSystem
Name = DaisyExplosionScatter
AttachToObject = Yes
InitialDelay = 500 500 UNIFORM
End
Sound
Name = DaisyCutterGas
End
End
; ----------------------------------------------------------------------------
; DaisyCutter gas ignition sequence
; ----------------------------------------------------------------------------
FXList FX_DaisyCutterIgnite
ParticleSystem
Name = DaisyExplosionScatterIgnite1
End
ParticleSystem
Name = DaisyExplosionScatterIgnite2
InitialDelay = 500 500 UNIFORM
End
ParticleSystem
Name = DaisyFlameShockwave
InitialDelay = 1000 1000 UNIFORM
End
Sound
Name = DaisyCutterIgnite
End
End
; ----------------------------------------------------------------------------
; DaisyCutter final explosion wave
; ----------------------------------------------------------------------------
FXList FX_DaisyCutterFinalExplosion
Sound
Name = ExplosionDaisyCutter
End
ViewShake
Type = SEVERE
End
End
; ----------------------------------------------------------------------------
; GLA Death #1
; Catches fire and burnes for a random time
; Shoots off fake missiles at random
; Explodes
; ----------------------------------------------------------------------------
FXList FX_RocketBuggyCatchFire
ParticleSystem
Name = BuggyFire
AttachToObject = Yes
End
End
FXList FX_BuggyMissileDebris
ParticleSystem
Name = MissileExhaust
AttachToObject = Yes
End
End
FXList FX_BuggyDeathExplosion
ParticleSystem
Name = BuggyExplosion
End
ParticleSystem
Name = BuggyExplosionDebris
End
ViewShake
Type = SUBTLE
End
Sound
Name = CarDie
End
End
FXList FX_BuggyTurretExplode
ParticleSystem
Name = BuggyTurretExplosion
OrientToObject = Yes
End
End
; ----------------------------------------------------------------------------
; GLARocketBuggy Death #2
; Explosion throws buggy-like debris into air
; Random air time
; Debris explodes into chunks and tires
; ----------------------------------------------------------------------------
FXList FX_RocketBuggyAirDeathAirPart
ParticleSystem
Name = BuggyNewAirDeathExplosionAirPart
End
ParticleSystem
Name = BuggyNewExplosionLenzflare
End
ParticleSystem
Name = BuggyNewAirDeathSubExplosionSmoke
Count = 3
Radius = 15 30 UNIFORM
Height = 0 20 UNIFORM
InitialDelay = 167 667 UNIFORM
End
Sound
Name = CarDie
End
End
FXList FX_RocketBuggyAirDeathGroundPart
ParticleSystem
Name = BuggyExplosionAirDeathGroundPart
End
ParticleSystem
Name = BuggyNewExplosionShockwave
End
ParticleSystem
Name = BuggyExplosionSmokeAirDeathGroundPart
End
ParticleSystem
Name = BuggyNewExplosionLenzflare
End
ParticleSystem
Name = BuggyDebrisTrail
AttachToObject = Yes
End
Sound
Name = CarDie
End
End
; ----------------------------------------------------------------------------
; Scout Drone Death Stuff
; Just a small explosion
; ----------------------------------------------------------------------------
FXList FX_AmericaScoutDroneExplode
ParticleSystem
Name = ScoutDroneExplosion
OrientToObject = Yes
End
Sound
Name = ScoutDroneDie
End
End
; ----------------------------------------------------------------------------
; Battle Drone Death Stuff
; Just a small explosion
; ----------------------------------------------------------------------------
FXList FX_AmericaBattleDroneExplode
ParticleSystem
Name = BattleDroneExplosion
OrientToObject = Yes
End
Sound
Name = BattleDroneDie
End
End
; ----------------------------------------------------------------------------
; GLARocketBuggy Death #3
; Just a big explosion
; ----------------------------------------------------------------------------
FXList FX_BuggyNewDeathExplosion
ParticleSystem
Name = BuggyNewExplosionSmoke
End
ParticleSystem
Name = BuggyNewExplosionDebris2
End
ParticleSystem
Name = BuggyNewExplosionShockwave
End
ViewShake
Type = STRONG
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = CarDie
End
End
FXList FX_BuggyNew_DeathEffect
ParticleSystem
Name = BuggyNewExplosionArms
End
Sound
Name = CarDie
End
End
; ----------------------------------------------
FXList WeaponFX_ToppledStructureShockwave
ParticleSystem
Name = Explosion
End
ParticleSystem
Name = ExplosionSmoke
End
End
FXList FX_DefaultStructureCrushing
ParticleSystem
Name = CrushingBuildingExplosion
End
ParticleSystem
Name = StructureToppleShockwave
End
ParticleSystem
Name = StructureToppleCrushingSmoke
End
ViewShake
Type = NORMAL
End
End
FXList FX_DefaultStructureToppling
Sound
Name = BuildingDamage
End
ParticleSystem
Name = CrushingBuildingExplosion
End
ParticleSystem
Name = StructureToppleShockwave
End
End
FXList FX_DefaultStructureToppleDone
Sound
Name = BuildingDestroyStone
End
End
FXList FX_DefaultStructureToppleStart
ParticleSystem
Name = StructureToppleStartExplosion
End
ParticleSystem
Name = StructureToppleStartShockwave
End
End
FXList FX_DefaultStructureSecondary
ParticleSystem
Name = StructureToppleSecondaryExplosion
End
End
FXList FX_DefaultStructureToppleDelay
Sound
Name = BuildingToppleDelayStone
End
ParticleSystem
Name = StructureToppleDelayExplosion
End
End
FXList FX_StructureToppleAngle20
Sound
Name = BuildingFallingStone
End
End
;--------------------------------------------------------
; Small Structure Collapse FX
;--------------------------------------------------------
FXList FX_SmallTowerCrushing
ParticleSystem
Name = SmallCrushingBuildingExplosion
End
ParticleSystem
Name = SmallStructureToppleShockwave
End
ParticleSystem
Name = SmallStructureToppleCrushingSmoke
End
ViewShake
Type = NORMAL
End
End
;--------------------------------------------------------
; Structure Collapse FX
;--------------------------------------------------------
FXList FX_StructureCollapseInitial
Sound
Name = BuildingDamage
End
ParticleSystem
Name = StructureCollapseInitialExplosion
End
ParticleSystem
Name = StructureCollapseInitialShockwave
End
End
FXList FX_StructureCollapseDelay
Sound
Name = BuildingCollapse1
End
ParticleSystem
Name = StructureCollapseDelayExplosion
End
ParticleSystem
Name = StructureCollapseDelayShockwave
End
End
FXList FX_StructureCollapseBurst
Sound
Name = BuildingCollapse2
End
ParticleSystem
Name = StructureCollapseBurstExplosion
End
ParticleSystem
Name = StructureCollapseBurstFlash
End
ParticleSystem
Name = StructureCollapseBurstShockwave
End
End
FXList FX_StructureCollapseFinal
Sound
Name = BuildingCollapse3
End
ParticleSystem
Name = StructureCollapseFinalExplosion
End
ParticleSystem
Name = StructureCollapseFinalShockwave
End
End
; -----------------------------------------------------------------------------
; Helicopter starting death sequence
; -----------------------------------------------------------------------------
FXList FX_HelicopterStartDeath
ParticleSystem
Name = SubExplosionSmoke02
Offset = X:0 Y:0 Z:5
End
Sound
Name = ComancheDie
End
End
; -----------------------------------------------------------------------------
; Helicopter "blade" explosion phase in a chopper spirialing down to death
; -----------------------------------------------------------------------------
FXList FX_HelicopterBladeExplosion
ParticleSystem
Name = TankStruckSparks
Count = 5
Radius = 5 5 UNIFORM
End
Sound
Name = ComancheSpinExplosion
End
End
; -----------------------------------------------------------------------------
; The helicopter hit ground effect
; -----------------------------------------------------------------------------
FXList FX_HelicopterHitGround
ParticleSystem
Name = CarCrushDebris
End
ParticleSystem
Name = HotPillarArms
End
Sound
Name = ComancheCrash
End
ViewShake
Type = SUBTLE
End
End
FXList FX_HelicopterHitGroundGlobal
ParticleSystem
Name = CarCrushDebris
End
ParticleSystem
Name = HotPillarArms
End
Sound
Name = ComancheCrash
End
ViewShake
Type = SUBTLE
End
End
; -----------------------------------------------------------------------------
; The helicopter on the ground finally blows up effect
; -----------------------------------------------------------------------------
FXList FX_GroundedHelicopterBlowUp
ParticleSystem
Name = ArmExplosionSmall01
End
ParticleSystem
Name = MammothTankSubExplosionSmoke
Count = 3
Radius = 5 5 UNIFORM
InitialDelay = 100 100 UNIFORM
End
Sound
Name = CarDie
End
ViewShake
Type = STRONG
End
End
; ----------------------------------------------
; The FXList that gets played at bone Fire01 when
; the GLA power plant goes to the damaged state.
; ----------------------------------------------
FXList FX_GLAPowerPlantDamagedExplosion1
Sound
Name = BuildingDamage
End
; firey "heart" of the explosion
ParticleSystem
Name = GLAPowerPlantDamagedExplosion
Count = 2
InitialDelay = 0 200 UNIFORM
End
; grey "dusty" clouds
ParticleSystem
Name = GLAPowerPlantDamagedShockwave
InitialDelay = 0 200 UNIFORM
End
End
; ----------------------------------------------
; The FXList that gets played at bone Fire02 when
; the GLA power plant goes to the damaged state.
; ----------------------------------------------
FXList FX_GLAPowerPlantDamagedExplosion2
Sound
Name = BuildingDamage
End
; firey "heart" of the explosion
ParticleSystem
Name = GLAPowerPlantDamagedExplosion
Count = 2
InitialDelay = 0 200 UNIFORM
End
; grey "dusty" clouds
ParticleSystem
Name = GLAPowerPlantDamagedShockwave
InitialDelay = 0 200 UNIFORM
End
End
; ----------------------------------------------
; The FXList that gets played at bone Fire03 when
; the GLA power plant goes to the damaged state.
; ----------------------------------------------
FXList FX_GLAPowerPlantDamagedExplosion3
Sound
Name = BuildingDamage
End
; firey "heart" of the explosion
ParticleSystem
Name = GLAPowerPlantDamagedExplosion
Count = 2
InitialDelay = 0 200 UNIFORM
End
; grey "dusty" clouds
ParticleSystem
Name = GLAPowerPlantDamagedShockwave
InitialDelay = 0 200 UNIFORM
End
End
; ----------------------------------------------
; Death FX list for the GLA power plant.
; ----------------------------------------------
FXList FX_GLAPowerPlantDeathStart
Sound
Name = BuildingDamage
End
; firey "heart" of the explosion
ParticleSystem
Name = GLAPowerPlantDeathExplosion1
Offset = X:-3.532 Y:30 Z:2
Count = 2
End
; grey "dusty" clouds
ParticleSystem
Name = GLAPowerPlantDeathShockwave2
Offset = X:-3.532 Y:30 Z:2
End
ParticleSystem
Name = GLAPowerPlantDeathExplosion1
Offset = X:-9.08 Y:-8.547 Z:1
End
ParticleSystem
Name = GLAPowerPlantDeathShockwave2
Offset = X:-9.08 Y:-8.547 Z:1
End
ViewShake
Type = NORMAL
End
End
; ----------------------------------------------
; Death FX list for the GLA power plant.
; ----------------------------------------------
FXList FX_GLAPowerPlantDeathFinal
Sound
Name = BuildingDamage
End
; firey "heart" of the explosion
ParticleSystem
Name = GLAPowerPlantDeathExplosion2
Offset = X:-3.532 Y:30 Z:26.822
Count = 2
End
; grey "dusty" clouds
ParticleSystem
Name = GLAPowerPlantDeathShockwave2
Offset = X:-3.532 Y:30 Z:26.822
End
ParticleSystem
Name = GLAPowerPlantDeathExplosion2
Offset = X:-9.08 Y:-8.547 Z:16.598
End
ViewShake
Type = NORMAL
End
End
; ----------------------------------------------
; ----------------------------------------------
FXList FX_DamWaterSpray01
ParticleSystem
Name = WaterSpraySplash
OrientToObject = Yes
InitialDelay = 50 5000 UNIFORM ;In milliseconds
End
End
; ----------------------------------------------
FXList FX_Nuke
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionNeutron
End
ParticleSystem
Name = NukeFlare
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:90.0
End
ParticleSystem
Name = NukeMushroomExplosion
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:90.0
End
ParticleSystem
Name = NukeMushroomCloudRing
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:105.0
End
ParticleSystem
Name = NukeRing
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = NukeBlastWave
InitialDelay = 300 300 UNIFORM ;In milliseconds
;Offset = X:0.0 Y:0.0 Z:45.0
Offset = X:0.0 Y:0.0 Z:15.0
End
ParticleSystem
Name = NukeShockwaveInverted
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:30.0
End
ParticleSystem
Name = NukeMushroomStem
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:30.0
End
ParticleSystem
Name = NukeShockwave
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:30.0
End
ParticleSystem
Name = NukeMushroomRing
InitialDelay = 1000 1000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:50.0
End
ParticleSystem
Name = NukeRadiationInitial
InitialDelay = 3000 3000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
End
; ----------------------------------------------
FXList FX_BaikonurNuke
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionNeutron
End
ParticleSystem
Name = NukeBaikonurFlare
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:90.0
End
ParticleSystem
Name = NukeBaikonurMushroomExplosion
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:90.0
End
ParticleSystem
Name = NukeBaikonurMushroomCloudRing
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:105.0
End
ParticleSystem
Name = NukeBaikonurRing
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = NukeBlastWave
InitialDelay = 300 300 UNIFORM ;In milliseconds
;Offset = X:0.0 Y:0.0 Z:45.0
Offset = X:0.0 Y:0.0 Z:15.0
End
ParticleSystem
Name = NukeBaikonurShockwaveInverted
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeBaikonurMushroomStem
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeBaikonurShockwave
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = NukeBaikonurMushroomRing
InitialDelay = 1000 1000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:50.0
End
End
; ----------------------------------------------
FXList FX_NukeGLA
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionMiniNuke
End
ParticleSystem
Name = NukeGLAFlare
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:90.0
End
ParticleSystem
Name = NukeGLAMushroomExplosion
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:90.0
End
ParticleSystem
Name = NukeGLAMushroomCloudRing
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:105.0
End
ParticleSystem
Name = NukeGLARing
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = NukeGLABlastWave
InitialDelay = 300 300 UNIFORM ;In milliseconds
;Offset = X:0.0 Y:0.0 Z:45.0
Offset = X:0.0 Y:0.0 Z:15.0
End
ParticleSystem
Name = NukeGLAShockwaveInverted
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeGLAMushroomStem
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeGLAShockwave
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeGLAMushroomRing
InitialDelay = 1000 1000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:50.0
End
End
; ----------------------------------------------
FXList WeaponFX_SmallFireFieldWeapon
ParticleSystem
Name = FireFieldSmall
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_SmallFireFieldWeaponUpgraded
ParticleSystem
Name = BlackFireFieldSmall
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_LargePoisonFieldWeapon
ParticleSystem
Name = PoisonFieldLarge
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_MediumPoisonFieldWeapon
ParticleSystem
Name = PoisonFieldMedium
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_SmallPoisonFieldWeapon
ParticleSystem
Name = PoisonFieldSmall
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_LargePoisonFieldWeaponUpgraded
ParticleSystem
Name = AnthraxFieldLarge
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_MediumPoisonFieldWeaponUpgraded
ParticleSystem
Name = AnthraxFieldMedium
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_SmallPoisonFieldWeaponUpgraded
ParticleSystem
Name = AnthraxFieldSmall
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_LargeRadiationFieldWeapon
ParticleSystem
Name = RadiationFieldLarge
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_MediumRadiationFieldWeapon
ParticleSystem
Name = RadiationFieldMedium
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList WeaponFX_SmallRadiationFieldWeapon
ParticleSystem
Name = RadiationFieldSmall
UseCallersRadius = Yes ; Radius of emission set by radius of damage.
Offset = X:0.0 Y:0.0 Z:1.0
End
End
; ----------------------------------------------
FXList FX_GLAViralOutbreak
; ViewShake
; Type = SEVERE
; End
; Sound
; Name = ExplosionMiniNuke
; End
ParticleSystem
Name = GLAViralOutbreakClouds
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = GLAViralOutbreakFumes
InitialDelay = 500 500 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:2.0
End
End
; ----------------------------------------------
FXList FX_ParticleTestFX
End
; ----------------------------------------------
FXList WeaponFX_SCUDMissileDetonationExplosive
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = ScudMissleLauncherExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = ScudMissleLauncherLenzFlare
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = ScudMissleLauncherExplosionTrailArms
Offset = X:0.0 Y:0.0 Z:15.0
End
End
; ----------------------------------------------
FXList FX_ChinaPowerPlantDeath
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionMiniNuke
End
ParticleSystem
Name = NukeCannonFlare
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:40.0
End
ParticleSystem
Name = NukeCannonMushroomExplosion
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:40.0
End
ParticleSystem
Name = NukeCannonMushroomCloudRing
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:45.0
End
ParticleSystem
Name = NukeCannonRing
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = NukeCannonBlastWave
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = NukeCannonShockwaveInverted
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeCannonMushroomStem
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeCannonShockwave
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeCannonMushroomRing
InitialDelay = 1000 1000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:35.0
End
End
; ----------------------------------------------
FXList WeaponFX_NukeCannon
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionMiniNuke
End
ParticleSystem
Name = NukeCannonFlare
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:40.0
End
ParticleSystem
Name = NukeCannonMushroomExplosion
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:40.0
End
ParticleSystem
Name = NukeCannonMushroomCloudRing
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:45.0
End
ParticleSystem
Name = NukeCannonRing
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = NukeCannonBlastWave
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = NukeCannonShockwaveInverted
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeCannonMushroomStem
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeCannonMushroomRing
InitialDelay = 1000 1000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:35.0
End
End
; ----------------------------------------------
FXList WeaponFX_BaikonurRocket
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionMiniNuke
End
ParticleSystem
Name = NukeCannonFlare
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:40.0
End
ParticleSystem
Name = NukeCannonMushroomExplosion
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:40.0
End
ParticleSystem
Name = NukeCannonMushroomCloudRing
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:45.0
End
ParticleSystem
Name = NukeCannonRing
Offset = X:0.0 Y:0.0 Z:5.0
End
ParticleSystem
Name = NukeCannonBlastWave
InitialDelay = 500 500 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = NukeCannonShockwaveInverted
InitialDelay = 300 300 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeCannonMushroomStem
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = NukeCannonMushroomRing
InitialDelay = 1000 1000 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:35.0
End
End
; ----------------------------------------------
FXList FX_CarpetBomb
ParticleSystem
Name = CarpetBombExplosion
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombWave
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombExplosionPuff
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
Sound
Name = ExplosionCarpetBomb
End
End
; ----------------------------------------------
FXList FX_AuroraBombLaunch
Sound
Name = DaisyCutterWeapon
End
End
; ----------------------------------------------
FXList FX_AuroraBombDetonate
ParticleSystem
Name = CarpetBombExplosion
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombWave
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombExplosionPuff
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
Sound
Name = ExplosionCarpetBomb
End
End
; ----------------------------------------------
FXList FX_A10ThunderboltMissileExplosion
ParticleSystem
Name = CarpetBombExplosion
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombWave
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = CarpetBombExplosionPuff
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
Sound
Name = ExplosionCarpetBomb
End
End
; ----------------------------------------------
FXList FX_BonusCrate
ParticleSystem
Name = BonusCrate01
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = BonusCrateFlash
InitialDelay = 0 0 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.0
End
End
; -----------------------------------------------------------------------------
; FX list when the dam becomes damaged from pristine
; -----------------------------------------------------------------------------
FXList FX_DamDamaged
Sound
Name = DamBreakStage1
End
End
; -----------------------------------------------------------------------------
; FX list when the dam becomes really damaged from damaged
; -----------------------------------------------------------------------------
FXList FX_DamReallyDamaged
Sound
Name = DamBreakStage2
End
End
; -----------------------------------------------------------------------------
; FX list when the dam becomes rubble
; -----------------------------------------------------------------------------
FXList FX_DamRubble
Sound
Name = DamBreakStage3
End
End
; -----------------------------------------------------------------------------
; generic smoke and fire for burning buildings
; -----------------------------------------------------------------------------
FXList FX_SmolderingFlame
ParticleSystem
Name = SmolderingFire
End
ParticleSystem
Name = SmolderingSmoke
End
End
; -----------------------------------------------------------------------------
; FX list when FireStorm is called
; -----------------------------------------------------------------------------
FXList FX_FireStorm
Sound
Name = FireStorm
End
End
; -----------------------------------------------------------------------------
; FX list when black napalm firestorm is called
; -----------------------------------------------------------------------------
FXList FX_BlackNapalmFireStorm
Sound
Name = BlackNapalmFireStorm
End
End
; -----------------------------------------------------------------------------
; FX list when FlashBangBuilding is called
; -----------------------------------------------------------------------------
FXList FX_FlashBangBuilding
ParticleSystem
Name = FlashBangBuildingFlash
OrientToObject = Yes
End
ParticleSystem
Name = FlashBangBuildingSpark
OrientToObject = Yes
End
ParticleSystem
Name = FlashBangBuildingSmoke
OrientToObject = Yes
End
End
;------------------------------------------------------------------------------------
FXList FX_MakeCarBombSuccess
Sound
Name = TerroristCarBomb
End
End
; -----------------------------------------------------------------------------------
; note, this FXList should use the same sound as the RangerFlashBang weapon,
; and a similar light/explosion.
FXList FX_FlashBangGarrisonBuildingHit
LightPulse
Color = R:255 G:255 B:255
Radius = 100
; this is a new option for LightPulse. If present (and nonzero), and the
; FXList is applied to an Object (rather than a Position), it overrides
; the value of "Radius" by applying the given percentage of the Object's bounding circle.
RadiusAsPercentOfObjectSize = 150%
IncreaseTime = 0
DecreaseTime = 2000
End
Sound
Name = TankDie
End
FXListAtBonePos
FX = FX_FlashBangBuilding
BoneName = FIREPOINT
OrientToBone = Yes
End
End
;------------------------------------------------------------------------------
; FX played when a building gets cleared by the Toxin Truck
;------------------------------------------------------------------------------
FXList FX_ToxinBuildingClear
ParticleSystem
Name = ToxinBuildingClearSpray
OrientToObject = yes
End
; Sound
; Name = RaptorDie
; End
End
;------------------------------------------------------------------------------
; FX played when a building gets cleared by the Upgraded Toxin Truck
;------------------------------------------------------------------------------
FXList FX_ToxinUpgradedBuildingClear
ParticleSystem
Name = ToxinUpgradedBuildingClearSpray
OrientToObject = yes
End
; Sound
; Name = RaptorDie
; End
End
;------------------------------------------------------------------------------
; FX played when a building gets cleared by the Dragon Tank
;------------------------------------------------------------------------------
FXList FX_FlameBuildingClear
ParticleSystem
Name = FlameBuildingSpray
OrientToObject = yes
End
; Sound
; Name = RaptorDie
; End
End
; -----------------------------------------------------------------------------------
; FX played when a Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing
; -----------------------------------------------------------------------------------
FXList FX_ToxinStreamGarrisonBuildingHit
LightPulse
Color = R:255 G:255 B:255
Radius = 100
RadiusAsPercentOfObjectSize = 150%
IncreaseTime = 0
DecreaseTime = 2000
End
Sound
Name = TankDie
End
FXListAtBonePos
FX = FX_ToxinBuildingClear
BoneName = FIREPOINT
OrientToBone = Yes
End
End
; -----------------------------------------------------------------------------------
; FX played when an Upgraded Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing
; -----------------------------------------------------------------------------------
FXList FX_ToxinStreamUpgradedGarrisonBuildingHit
LightPulse
Color = R:255 G:255 B:255
Radius = 100
RadiusAsPercentOfObjectSize = 150%
IncreaseTime = 0
DecreaseTime = 2000
End
Sound
Name = TankDie
End
FXListAtBonePos
FX = FX_ToxinUpgradedBuildingClear
BoneName = FIREPOINT
OrientToBone = Yes
End
End
; -----------------------------------------------------------------------------------
; FX played when a Flame Stream hits a garrisoned building and does Urban Combat Bldg clearing
; -----------------------------------------------------------------------------------
FXList FX_DragonFlameGarrisonBuildingHit
LightPulse
Color = R:255 G:255 B:255
Radius = 100
RadiusAsPercentOfObjectSize = 150%
IncreaseTime = 0
DecreaseTime = 2000
End
Sound
Name = TankDie
End
FXListAtBonePos
FX = FX_FlameBuildingClear
BoneName = FIREPOINT
OrientToBone = Yes
End
End
;------------------------------------------------------------------------------
;Jet Cargo has just been killed
;------------------------------------------------------------------------------
FXList FX_JetBigDeathInitial
; ParticleSystem
; Name = JetExplosionTrailArms
; OrientToObject = yes
; End
ParticleSystem
Name = JetBigExplosionInitial
OrientToObject = yes
End
ParticleSystem
Name = JetBigExplosionLenzflare
OrientToObject = yes
End
Sound
Name = RaptorDie
End
End
;------------------------------------------------------------------------------
; Big plane has just been killed
;------------------------------------------------------------------------------
FXList FX_BigPlaneDeath
ParticleSystem
Name = JetExplosionTrailArms
OrientToObject = yes
End
ParticleSystem
Name = JetBigExplosion
OrientToObject = yes
End
ParticleSystem
Name = JetBigExplosionLenzflare
OrientToObject = yes
End
Sound
Name = CargoJetFlambe
End
End
;------------------------------------------------------------------------------
;Jet has just been killed
;------------------------------------------------------------------------------
FXList FX_JetDeathInitial
ParticleSystem
Name = JetExplosionTrailArms
OrientToObject = yes
End
ParticleSystem
Name = JetExplosion
OrientToObject = yes
End
ParticleSystem
Name = JetDebris
OrientToObject = yes
End
Sound
Name = RaptorDie
End
End
;------------------------------------------------------------------------------
;Secondary explosion to take place after a delay specified in the
;JetSlowDeathBehavior module
;------------------------------------------------------------------------------
FXList FX_JetDeathSecondary
ParticleSystem
Name = JetBurning
AttachToObject = Yes
End
End
;------------------------------------------------------------------------------
;Dying jet just hit the ground
;------------------------------------------------------------------------------
FXList FX_JetDeathHitGround
ParticleSystem
Name = JetExplosionGroundDebris
OrientToObject = yes
Offset = X:6.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = JetExplosionGroundDust
OrientToObject = yes
Offset = X:6.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = JetExplosionGround
OrientToObject = yes
Offset = X:6.0 Y:0.0 Z:5.0
End
Sound
Name = RaptorCrash
End
End
;------------------------------------------------------------------------------
;Jet destruction FX when on ground/runway
;------------------------------------------------------------------------------
FXList FX_JetOnGroundDeath
ParticleSystem
Name = JetExplosionGroundDebris
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = JetExplosionGroundDust
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:2.0
End
End
;------------------------------------------------------------------------------
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
FXList FX_JetDeathFinalBlowUp
; ParticleSystem
; Name = JetExplosionGroundDebris
; OrientToObject = yes
; Offset = X:0.0 Y:0.0 Z:2.0
; End
; ParticleSystem
; Name = JetExplosionGroundDust
; OrientToObject = yes
; Offset = X:0.0 Y:0.0 Z:2.0
; End
End
;------------------------------------------------------------------------------
;Big fireball to mask vanishing object for cinematic crash.
;------------------------------------------------------------------------------
FXList FX_JetDeathFinalBlowUp_CinematicVersion
ParticleSystem
Name = JetExplosion
OrientToObject = Yes
End
ParticleSystem
Name = JetDebris
OrientToObject = Yes
End
ParticleSystem
Name = MammothTankSubExplosionSmoke
Count = 3
Radius = 15 30 UNIFORM
Height = 0 0 UNIFORM
InitialDelay = 50 667 UNIFORM
OrientToObject = Yes
End
ViewShake
Type = NORMAL
End
End
; ------------------------------------------------------------
; cluster mine bomb hits ground and sprays out clustermines
; ------------------------------------------------------------
FXList WeaponFX_ClusterMineImpact
ParticleSystem
Name = ClusterMineDrop
End
ParticleSystem
Name = ClusterMineDropLenzflare
End
ParticleSystem
Name = ClusterMineDropRing
End
; do we really want a scorch mark here? that seems to be a dead giveaway
; for "there are mines here"... (srj)
; TerrainScorch
; Type = RANDOM
; Radius = 15
; End
Sound
Name = ExplosionClusterMine
End
ViewShake
Type = STRONG
End
End
; ------------------------------------------------------------
; EMPPulse bomb hits ground and detonates the PulseEffect
; ------------------------------------------------------------
FXList WeaponFX_EMPPulseImpact
ParticleSystem
Name = EMPFlare
End
; ParticleSystem
; Name = BuggyNewExplosionShockwave
; End
; ParticleSystem
; Name = ClstrMne
; End
Sound
Name = EMPPulseWhoosh
End
ViewShake
Type = STRONG
End
End
; -----------------------------------------------------------------------------
; FX list when FX_RangerCombatDropKill is called
; -----------------------------------------------------------------------------
FXList FX_RangerCombatDropKillSingle
ParticleSystem
Name = FlashBangBuildingFlash
OrientToObject = Yes
End
ParticleSystem
Name = FlashBangBuildingSpark
OrientToObject = Yes
End
ParticleSystem
Name = FlashBangBuildingSmoke
OrientToObject = Yes
End
End
; -----------------------------------------------------------------------------------
FXList FX_RangerCombatDropKill
LightPulse
Color = R:255 G:255 B:255
Radius = 100
; this is a new option for LightPulse. If present (and nonzero), and the
; FXList is applied to an Object (rather than a Position), it overrides
; the value of "Radius" by applying the given percentage of the Object's bounding circle.
RadiusAsPercentOfObjectSize = 150%
IncreaseTime = 0
DecreaseTime = 2000
End
Sound
Name = RangerVoiceClearBuilding
End
FXListAtBonePos
FX = FX_RangerCombatDropKillSingle
BoneName = FIREPOINT
OrientToBone = Yes
End
End
; -----------------------------------------------------------------------------
; FX List is executed at the position in the world the user clicked to
; execute the Demoralize super weapon
; -----------------------------------------------------------------------------
; sorry, demoralize is cut (srj)
;FXList FX_ExecuteDemoralize
; Sound
; Name = ExecuteDemoralize
; End
; LightPulse
; Color = R:255 G:0 B:0
; Radius = 100
; IncreaseTime = 0
; DecreaseTime = 2000
; End
;End
; -----------------------------------------------------------------------------
; FX List called when a Bomb Truck is destroyed.
; -----------------------------------------------------------------------------
FXList WeaponFX_BombTruckDefaultBombDetonation
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = BombTruckDefaultExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = BombTruckDefaultLenzFlare
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = BombTruckDefaultExplosionTrailArms
InitialDelay = 100 100 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:25.0
End
End
;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckBioBombDetonation
ViewShake
Type = STRONG
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = BombTruckBioExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = BombTruckBioLenzFlare
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = BombTruckBioExplosionTrailArms
InitialDelay = 100 100 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:25.0
End
End
;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckAnthraxBombDetonation
ViewShake
Type = STRONG
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = BombTruckAnthraxExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = BombTruckAnthraxLenzFlare
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = BombTruckAnthraxExplosionTrailArms
InitialDelay = 100 100 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:25.0
End
End
;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckHighExplosiveBombDetonation
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = BombTruckHEExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = BombTruckHELenzFlare
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = BombTruckHEShockwave
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = BombTruckHEExplosionTrailArms
InitialDelay = 100 100 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:25.0
End
End
;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckHighExplosiveBioBombDetonation
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = BombTruckHEBioExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = BombTruckHEBioLenzFlare
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = BombTruckHEBioShockwave
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = BombTruckHEBioExplosionTrailArms
InitialDelay = 100 100 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:25.0
End
End
;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionScudExplosive
End
ParticleSystem
Name = BombTruckHEAnthraxExplosionArms
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = BombTruckHEAnthraxLenzFlare
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = BombTruckHEAnthraxShockwave
Offset = X:0.0 Y:0.0 Z:1.0
End
ParticleSystem
Name = BombTruckHEAnthraxExplosionTrailArms
InitialDelay = 100 100 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:25.0
End
End
; -----------------------------------------------------------------------------
FXList FX_BridgeDamaged01
ParticleSystem
Name = TreeBounceDust
End
End
; -----------------------------------------------------------------------------
FXList FX_BridgeRepaired01
ParticleSystem
Name = TankStruckSparks
Height = 10 10 CONSTANT
End
End
; ----------------------------------------------
FXList FX_BombTruckDisguiseReveal
;ParticleSystem
; Name = TankStruckSmoke
; Height = 10 10 CONSTANT
;End
;ParticleSystem
; Name = TankStruckSparks
; Height = 10 10 CONSTANT
;End
LightPulse
Color = R:255 G:255 B:128
Radius = 30
IncreaseTime = 0
DecreaseTime = 500
End
;Sound
; Name = VehicleImpactHeavy
;End
End
; ----------------------------------------------
FXList FX_BombTruckDisguise
;ParticleSystem
; Name = TankStruckSmoke
; Height = 10 10 CONSTANT
;End
;ParticleSystem
; Name = TankStruckSparks
; Height = 10 10 CONSTANT
;End
LightPulse
Color = R:255 G:255 B:128
Radius = 30
IncreaseTime = 0
DecreaseTime = 500
End
;Sound
; Name = VehicleImpactHeavy
;End
End
; ----------------------------------------------
; used when a missile is exploded via AA fire
FXList FX_GenericMissileDeath
Sound
Name = CarDie
End
ParticleSystem
Name = Explosion
End
ParticleSystem
Name = ExplosionSmoke
End
End
; ----------------------------------------------
FXList FX_GenericMissileDisintegrate
ParticleSystem
Name = GenericLaserHit
Height = 0 0 CONSTANT
End
ParticleSystem
Name = TankStruckSparks
Height = 0 0 CONSTANT
End
LightPulse
Color = R:255 G:64 B:64
Radius = 30
IncreaseTime = 0
DecreaseTime = 500
End
Sound
; Name = VehicleImpactHeavy
End
End
; ----------------------------------------------
FXList FX_ChemicalFactoryExplosion
ViewShake
Type = SEVERE
End
Sound
Name = ExplosionMiniNuke
End
ParticleSystem
Name = ChemicalFactoryGreenGasThick
InitialDelay = 0 0 UNIFORM ;The green gas
Offset = X:0.0 Y:0.0 Z:10.0
End
ParticleSystem
Name = ChemicalExplosionMushroom
InitialDelay = 200 200 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:20.0
End
; ParticleSystem
; Name = NukeGLAMushroomCloudRing
; InitialDelay = 2000 2000 UNIFORM ;In milliseconds
; Offset = X:0.0 Y:0.0 Z:105.0
; End
; ParticleSystem
; Name = NukeGLARing
; Offset = X:0.0 Y:0.0 Z:5.0
; End
; ParticleSystem
; Name = NukeGLABlastWave
; InitialDelay = 300 300 UNIFORM ;In milliseconds
; ;Offset = X:0.0 Y:0.0 Z:45.0
; Offset = X:0.0 Y:0.0 Z:15.0
; End
; ParticleSystem
; Name = NukeGLAShockwaveInverted
; InitialDelay = 300 300 UNIFORM ;In milliseconds
; Offset = X:0.0 Y:0.0 Z:20.0
; End
; ParticleSystem
; Name = NukeGLAMushroomStem
; InitialDelay = 2000 2000 UNIFORM ;In milliseconds
; Offset = X:0.0 Y:0.0 Z:20.0
; End
; ParticleSystem
; Name = NukeGLAShockwave
; InitialDelay = 200 200 UNIFORM ;In milliseconds
; Offset = X:0.0 Y:0.0 Z:20.0
; End
; ParticleSystem
; Name = NukeGLAMushroomRing
; InitialDelay = 1000 1000 UNIFORM ;In milliseconds
; Offset = X:0.0 Y:0.0 Z:50.0
; End
End
; ----------------------------------------------
FXList WeaponFX_EruptionOfToxicGooLarge
ViewShake
Type = SUBTLE
End
LightPulse
Color = R:0 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
ParticleSystem
Name = ToxicGooDebrisLarge
End
Sound
Name = ToxicGooSplash
End
End
; ----------------------------------------------
FXList WeaponFX_EruptionOfToxicGooSmall
ViewShake
Type = SUBTLE
End
LightPulse
Color = R:0 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
ParticleSystem
Name = ToxicGooDebrisSmall
End
Sound
Name = ToxicGooSplash
End
End
; ----------------------------------------------
FXList FX_TechRadioStationOwnedPulse
ParticleSystem
Name = TechRadioStationOwnedRing
Offset = X:0.0 Y:0.0 Z:50.0
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList FX_PropagandaTowerPropagandaPulse
ParticleSystem
Name = SonicRange
Offset = X:0.0 Y:0.0 Z:50.0
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList FX_PropagandaTowerSubliminalPulse
ParticleSystem
Name = SonicRangeUpgraded
Offset = X:0.0 Y:0.0 Z:50.0
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList FX_OverlordPropagandaTowerPropagandaPulse
ParticleSystem
Name = SonicRange
Offset = X:0.0 Y:0.0 Z:8.0
OrientToObject = Yes
End
End
; ----------------------------------------------
FXList FX_OverlordPropagandaTowerSubliminalPulse
ParticleSystem
Name = SonicRangeUpgraded
Offset = X:0.0 Y:0.0 Z:8.0
OrientToObject = Yes
End
End
; -----------------------------------------------------------------------------
FXList FX_ToxicTankDamageTransition
ParticleSystem
Name = ToxicExplosionLarge
Offset = X:0 Y:0 Z:0
End
ParticleSystem
Name = ToxinLenzflare
Offset = X:0 Y:0 Z:0
End
LightPulse
Color = R:128 G:255 B:32
Radius = 60
IncreaseTime = 100
DecreaseTime = 1500
End
ViewShake
Type = SEVERE
End
Sound
Name = Explosion
End
End
; -----------------------------------------------------------------------------
FXList FX_ToxicBunkerDamageTransition
ParticleSystem
Name = ToxicExplosionLargeUpgraded
Offset = X:0 Y:0 Z:0
End
ParticleSystem
Name = ToxinLenzflareUpgraded
Offset = X:0 Y:0 Z:0
End
LightPulse
Color = R:64 G:64 B:255
Radius = 60
IncreaseTime = 100
DecreaseTime = 1500
End
ViewShake
Type = SEVERE
End
Sound
Name = Explosion
End
End
; ----------------------------------------------
; weapon fx for Artillery Barrage
; ----------------------------------------------
FXList FX_ArtilleryBarrage
ViewShake
Type = SUBTLE
End
TerrainScorch
Type = RANDOM
Radius = 15
End
LightPulse
Color = R:255 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
ParticleSystem
Name = ArtilleryBarrageDebris
End
ParticleSystem
Name = ArtilleryBarrageDust
End
ParticleSystem
Name = ArtilleryBarrageShockwave
Offset = X:0 Y:0 Z:2
End
Sound
Name = ExplosionCarpetBomb
End
End
; ----------------------------------------------
; weapon fx for Anthrax Bomb
; ----------------------------------------------
FXList FX_AnthraxBomb
ViewShake
Type = SUBTLE
End
; TerrainScorch
; Type = RANDOM
; Radius = 15
; End
; LightPulse
; Color = R:255 G:128 B:51
; Radius = 30
; IncreaseTime = 0
; DecreaseTime = 2333
; End
ParticleSystem
Name = AnthraxBombExplosion
End
ParticleSystem
Name = AnthraxBombSpray
End
ParticleSystem
Name = AnthraxBombLenzflare
Offset = X:0 Y:0 Z:2
End
Sound
Name = ExplosionAnthraxBomb
End
End
; ----------------------------------------------
FXList FX_LocomotiveExplode
Sound
Name = CarDie
End
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = BarrelExplosionDebris
Count = 3
Radius = 0 10 UNIFORM
InitialDelay = 167 1000 UNIFORM
End
Sound
Name = GasStationDie
End
ViewShake
Type = STRONG
End
End
; ----------------------------------------------
FXList FX_RailroadTankCarExplode
Sound
Name = CarDie
End
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = BarrelExplosionDebris
Count = 1
Radius = 0 10 UNIFORM
InitialDelay = 167 1000 UNIFORM
End
Sound
Name = GasStationDie
End
ViewShake
Type = STRONG
End
End
; ----------------------------------------------
FXList FX_RailroadWoodenCarExplode
Sound
Name = CarDie
End
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = BarrelExplosionDebris
Count = 1
Radius = 0 10 UNIFORM
InitialDelay = 167 1000 UNIFORM
End
Sound
Name = GasStationDie
End
ViewShake
Type = STRONG
End
End
; ----------------------------------------------
FXList FX_RailroadCoalCarExplode
Sound
Name = CarDie
End
ParticleSystem
Name = MammothTankExplosionSmoke
End
ParticleSystem
Name = BarrelExplosionDebris
Count = 1
Radius = 0 10 UNIFORM
InitialDelay = 167 1000 UNIFORM
End
Sound
Name = GasStationDie
End
ViewShake
Type = STRONG
End
End
; ----------------------------------------------
FXList FX_IRDetection
; Sound
; Name = CarDie
; End
ParticleSystem
Name = IRDetectGrid
Offset = X:0.0 Y:0.0 Z:2.0
End
ParticleSystem
Name = IRDetectSonar
Offset = X:0.0 Y:0.0 Z:2.0
End
End
; ----------------------------------------------------------------------------
FXList FX_RailroadBridgeCollapse
ViewShake
Type = SEVERE
End
;BRIDGE SOUNDS-------------------------------
Sound
Name = BuildingToppleDelayMetal
End
Sound
Name = ExplosionDaisyCutter
End
Sound
Name = BuildingFallingMetal
End
Sound
Name = BuildingCollapse1
End
Sound
Name = RailroadBridgeMetalFatigue
End
Sound
Name = AvalancheCrack
End
;BOMB SMOKE----------------------------------
ParticleSystem
Name = StructureExplosionSmoke
End
;SPLASH--------------------------------------------
ParticleSystem
Name = RiverSplashLarge
InitialDelay = 5000 5000 UNIFORM ;In milliseconds
Offset = X:70.0 Y:0.0 Z:-156.0
End
ParticleSystem
Name = RiverRippleHiLite
InitialDelay = 5000 5000 UNIFORM ;In milliseconds
Offset = X:70.0 Y:0.0 Z:-156.0
End
Sound
Name = RiverSplash5000
End
Sound
Name = DebrisBigMetal
End
ParticleSystem
Name = RiverSplashLarge
InitialDelay = 6000 6000 UNIFORM ;In milliseconds
Offset = X:20.0 Y:0.0 Z:-156.0
End
ParticleSystem
Name = RiverRippleHiLite
InitialDelay = 6000 6000 UNIFORM ;In milliseconds
Offset = X:20.0 Y:0.0 Z:-156.0
End
Sound
Name = RiverSplash6000
End
Sound
Name = DebrisBigMetal
End
ParticleSystem
Name = RiverSplashLarge
InitialDelay = 7000 7000 UNIFORM ;In milliseconds
Offset = X:-20.0 Y:0.0 Z:-156.0
End
ParticleSystem
Name = RiverRippleHiLite
InitialDelay = 7000 7000 UNIFORM ;In milliseconds
Offset = X:-20.0 Y:0.0 Z:-156.0
End
Sound
Name = RiverSplash7000
End
Sound
Name = DebrisBigMetal
End
;DEBRIS-------------------------------------------
ParticleSystem
Name = StructureDamagedDebris
End
End
; ----------------------------------------------------------------------------
; This is the Big special train wreck sequence
; ----------------------------------------------------------------------------
FXList FX_SpectacularTrainWreck
; put train crash sounds here
End
; -----------------------------------------------------------------------------
; The vehicle-crashes-into-building effect
; -----------------------------------------------------------------------------
FXList FX_VehicleCrashesIntoBuilding
ParticleSystem
Name = CarCrushDebris
End
ParticleSystem
Name = HotPillarArms
End
Sound
Name = ComancheCrash
End
ViewShake
Type = SUBTLE
End
End
; -----------------------------------------------------------------------------
; Paladin tank fires point defense laser
; -----------------------------------------------------------------------------
FXList WeaponFX_PaladinPointDefenseLaser
Sound
Name = PaladinPointDefenseLaserPulse
End
End
; -----------------------------------------------------------------------------
; The Large Structure Death Effect
; -----------------------------------------------------------------------------
FXList FX_StructureLargeDeath
ParticleSystem
Name = StructureTransitionLargeSmoke
End
ParticleSystem
Name = StructureTransitionLargeExplosion
End
ParticleSystem
Name = StructureTransitionLargeShockwave
End
ParticleSystem
Name = StructureTransitionLargeFlare
End
Sound
; Name = ComancheCrash
End
ViewShake
Type = SUBTLE
End
End
; -----------------------------------------------------------------------------
; The Medium Structure Death Effect
; -----------------------------------------------------------------------------
FXList FX_StructureMediumDeath
ParticleSystem
Name = StructureTransitionMediumSmoke
End
ParticleSystem
Name = StructureTransitionMediumExplosion
End
ParticleSystem
Name = StructureTransitionMediumShockwave
End
ParticleSystem
Name = StructureTransitionMediumFlare
End
Sound
; Name = ComancheCrash
End
ViewShake
Type = SUBTLE
End
End
; -----------------------------------------------------------------------------
; The Small Structure Death Effect
; -----------------------------------------------------------------------------
FXList FX_StructureSmallDeath
ParticleSystem
Name = StructureTransitionSmallSmoke
End
ParticleSystem
Name = StructureTransitionSmallExplosion
End
ParticleSystem
Name = StructureTransitionSmallShockwave
End
ParticleSystem
Name = StructureTransitionSmallFlare
End
Sound
; Name = ComancheCrash
End
ViewShake
Type = SUBTLE
End
End
; -----------------------------------------------------------------------------
; The Tiny Structure Death Effect
; -----------------------------------------------------------------------------
FXList FX_StructureTinyDeath
ParticleSystem
Name = StructureTransitionTinySmoke
End
ParticleSystem
Name = StructureTransitionTinyExplosion
End
ParticleSystem
Name = StructureTransitionTinyShockwave
End
ParticleSystem
Name = StructureTransitionTinyFlare
End
Sound
; Name = ComancheCrash
End
ViewShake
Type = SUBTLE
End
End
;--------------------------------------------------------------------------------------------------
FXList FX_TsingMaExplosion
ParticleSystem
Name = TsingMaRing
End
ParticleSystem
Name = TsingMaTrailArms
OrientToObject = Yes
End
ParticleSystem
Name = TsingMaLenzflare
OrientToObject = Yes
Offset = X:0 Y:0 Z:1
End
ViewShake
Type = SEVERE
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
;--------------------------------------------------------------------------------------------------
FXList FX_TsingMaSplash
ParticleSystem
Name = TsingMaExplosionWave
OrientToObject = Yes
End
ParticleSystem
Name = TsingMaSplashWave
OrientToObject = Yes
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
End
ParticleSystem
Name = TsingMaSplashHit
OrientToObject = Yes
InitialDelay = 2000 2000 UNIFORM ;In milliseconds
End
End
;--------------------------------------------------------------------------------------------------
FXList FX_TrainWreckExplosion
ParticleSystem
Name = TsingMaRing
End
ParticleSystem
Name = TrainWreckTrailArms
OrientToObject = Yes
End
ParticleSystem
Name = TsingMaLenzflare
OrientToObject = Yes
Offset = X:0 Y:0 Z:1
End
ViewShake
Type = SEVERE
End
TerrainScorch
Type = RANDOM
Radius = 15
End
Sound
Name = TankDie
End
End
;--------------------------------------------------------------------------------------------------
FXList FX_TrainWreckSplash
ParticleSystem
Name = TrainWreckExplosionWave
OrientToObject = Yes
End
ParticleSystem
Name = TrainWreckSplashWave
OrientToObject = Yes
End
ParticleSystem
Name = TrainWreckSplashHit
OrientToObject = Yes
End
End
;--------------------------------------------------------------------------------------------------
FXList FX_CratePickup
Sound
Name = CratePickupSound
End
End
;--------------------------------------------------------------------------------------------------
FXList FX_ParticleUplinkDeathInitial
Sound
; Name = CratePickupSound
End
ParticleSystem
Name = ParticleDeathFlare
Offset = X:30 Y:0 Z:10
End
ParticleSystem
Name = ParticleDeathImplode
Offset = X:30 Y:0 Z:20
End
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;
; Operation: Thunder Storm
; FXList.ini
;
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------------------
FXList FX_SandStorm
Sound
Name = Amb_SandStorm
End
ParticleSystem
Name = GLASandStorm2
InitialDelay = 500 500 UNIFORM
Offset = X:0.0 Y:0.0 Z:2.0
End
End
;--------------------------------------------------------------------------------------------------
FXList FX_Stickstoff
ParticleSystem
Name = GLAStickstoff2
InitialDelay = 500 500 UNIFORM
Offset = X:0.0 Y:0.0 Z:2.0
End
End