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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; TINY BURNING BUILDING EFFECT ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect burning_building_smoke_tiny_1 { type particle { texture sprite_origin sprite_size size_range age_range

grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke_tiny_2 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value 250 0.8

battlefield/fire/smoke1.tga 0.2, 0.2 0.6, 0.6 3, 5 0.01, 0.05 1, 1 1,1.8 1 0.1, 0.4 255, 235, 215 60 -0.14, 0.14 0,10,0 30 1 instance 20.0f;

50 0,-3,0 ; offset ; distance in me ;

battlefield/fire/smoke2.tga 0.2, 0.2 0.6, 0.6 8, 12 0.3, 0.6 1,1 2,6 2 0.1,0.5 250, 210, 210 80

spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke_tiny_3 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ny particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke_tiny_4

-0.24, 0.24 0,2,0 30 2 instance 20.0f;

7 0,-5,0 500 0.6 ; offset ; distance in me ;

battlefield/fire/smoke3.tga 0.2, 0.2 0.6, 0.6 7, 16 0.5,1 0.5, 1.4 4.5, 11 4 20, 40 220,210,210 80 -0.18, 0.18 0,1.8,0 30 3 instance 20.0f;

2 0,-3,0 650 0.5

; how ma ; offset

; distance in me ;

{ type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_light_tiny { type light { fade_in_time 20.0 fade_out_time 2.0 keyframe_colour { 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } 40 38 42 240, 240, 240, 240, 240, 240, 100, 0 130, 0 80, 0 140, 0 70, 0 120, 0 500 0.6 battlefield/fire/smoke4.tga 0.2, 0.2 0.6, 0.6 30,50 0.7,1 1,1 20, 25 10 5,5 255,135,0 60 -0.01, 0.01 0,1,0 30 4 instance 20.0f;

1 0,-60,0 ; offset ; distance in me ;

offset 0, } }

15,

effect_set burning_tiny_building_set { lod 1000 { burning_building_smoke_tiny_1 burning_building_smoke_tiny_2 burning_building_smoke_tiny_3 burning_building_smoke_tiny_4 burning_building_light_tiny burning_building_sound_small fire_flare_sound } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; SMALL BURNING BUILDING EFFECT ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect burning_building_smoke1 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } 250 0.8

battlefield/fire/smoke1.tga 0.2, 0.2 0.6, 0.6 7, 18.4 0.01, 0.15 1, 1 1.1, 2.5 1 0.1, 0.4 255, 235, 215 60 -0.14, 0.14 0,30,0 50 1 instance 20.0f;

50 0,-3,0 ; offset ; distance in me ;

} effect burning_building_smoke2 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke3 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius 500 0.6

battlefield/fire/smoke2.tga 0.2, 0.2 0.6, 0.6 10, 20 0.1, 0.3 1,1 10, 35 1 0.1,0.5 250, 210, 210 140 -0.24, 0.24 0,6,0 50 2 instance 20.0f;

50 0,-20,0 ; offset ; distance in me ;

battlefield/fire/smoke3.tga 0.2, 0.2 0.6, 0.6 20, 40 0.5,1.4 0.5, 1.4 12.5, 26 4 20, 40 220,210,210 100 -0.18, 0.18 0,1.8,0 50

sort_bias sort fade_in_time emitter tri_surface { density ny particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke4 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_light_small { type light {

3 instance 20.0f;

5 0,-1,0 650 0.5

; how ma ; offset

; distance in me ;

battlefield/fire/smoke4.tga 0.2, 0.2 0.6, 0.6 90,110 0.7,1 1,1 20, 25 10 5,5 255,135,0 40 -0.01, 0.01 0,1,0 50 4 instance 20.0f;

3 0,-60,0 500 0.6 ; offset ; distance in me ;

fade_in_time fade_out_time keyframe_colour {

20.0 2.0

0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } offset 0, } } 15,

240, 240, 240, 240, 240, 240,

100, 0 130, 0 80, 0 140, 0 70, 0 120, 0

60 58 62 0

effect_set burning_small_building_set { lod 1000 { burning_building_smoke1 burning_building_smoke2 burning_building_smoke3 burning_building_smoke4 burning_building_light_small burning_building_sound_small fire_flare_sound } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; MEDIUM BURNING BUILDING EFFECT ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect burning_building_smoke5 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value

battlefield/fire/smoke1.tga 0.2, 0.2 0.6, 0.6 10.8, 18.4 0.05, 0.25 1, 1 1.1, 2.5 1.5 0.1, 0.4 255, 235, 215 60

spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke6 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke7

-0.14, 0.14 0,25,0 80 1 instance 20.0f;

200 0,-3,0 250 0.8 ; offset ; distance in me ;

battlefield/fire/smoke2.tga 0.2, 0.2 0.6, 0.6 15, 25 0.2, 0.4 1,1 10, 35 1 0.1,0.5 250, 210, 210 140 -0.24, 0.24 0,6,0 80 2 instance 20.0f;

120 0,-20,0 500 0.6 ; offset ; distance in me ;

{ type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ny particles per second offset_from_surface ; offset from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke8 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time 650 0.5 battlefield/fire/smoke3.tga 0.2, 0.2 0.6, 0.6 30.8, 60 0.8,2.4 0.5, 1.4 12.5, 26 4 20, 40 220,210,210 100 -0.18, 0.18 0,1.8,0 80 3 instance 20.0f;

15 0,-0.5,0

; how ma

; distance in me ;

battlefield/fire/smoke4.tga 0.2, 0.2 0.6, 0.6 120,140 0.7,1 1,1 20, 25 10 5,5 255,135,0 40 -0.01, 0.01 0,1,0 80 4 instance 20.0f;

emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_light_medium { type light { fade_in_time 20.0 fade_out_time 2.0 keyframe_colour { 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } offset 0, } } effect_set burning_medium_building_set { lod 1000 { burning_building_smoke5 burning_building_smoke6 burning_building_smoke7 burning_building_smoke8 burning_building_light_medium burning_building_sound_medium fire_flare_sound } } effect building_light_unique { type light 8, 80 78 82 0 240, 240, 240, 240, 240, 240, 100, 0 130, 0 80, 0 140, 0 70, 0 120, 0 500 0.6

6 0,-60,0 ; offset ; distance in me ;

{ fade_in_time fade_out_time keyframe_colour { 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } unique_id offset 0, 4, 0 } } effect_set building_light_unique_set { lod 1000 { building_light_unique } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; LARGE BURNING BUILDING EFFECT ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect burning_building_smoke9 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort 80 78 82 240, 240, 240, 240, 240, 240, 100, 0 130, 0 80, 0 140, 0 70, 0 120, 0 20.0 2.0

battlefield/fire/smoke1.tga 0.2, 0.2 0.6, 0.6 14.8, 24.4 0.05, 0.25 1, 1 1.1, 2.5 1 0.1, 0.4 255, 235, 215 60 -0.14, 0.14 0,30,0 120 1 instance

fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke10 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke11 { type particle { texture

20.0f;

250 0,-3,0 250 0.8 ; offset ; distance in me ;

battlefield/fire/smoke2.tga 0.2, 0.2 0.6, 0.6 25, 35 0.2, 0.4 1,1 10, 35 1 0.1,0.5 250, 210, 210 140 -0.24, 0.24 0,7,0 120 2 instance 20.0f;

200 0,-20,0 500 0.6 ; offset ; distance in me ;

battlefield/fire/smoke3.tga

sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ny particles per second offset_from_surface ; offset from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke12 { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second

0.2, 0.2 0.6, 0.6 40, 100 0.8,2.4 0.5, 1.4 12.5, 26 4 20, 40 220,210,210 100 -0.18, 0.18 0,1.8,0 120 3 instance 20.0f;

15 0,-0.5,0 650 0.5

; how ma

; distance in me ;

battlefield/fire/smoke4.tga 0.2, 0.2 0.6, 0.6 160,180 0.7,1 1,1 20, 25 10 5,5 255,135,0 40 -0.01, 0.01 0,1,0 120 4 instance 20.0f;

offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_light_large { type light { fade_in_time 20.0 fade_out_time 2.0 keyframe_colour { 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } offset 0, } } 15, 100 98 102 0 240, 240, 240, 240, 240, 240, 100, 0 130, 0 80, 0 140, 0 70, 0 120, 0 500 0.6

0,-60,0

; offset ; distance in me ;

effect_set burning_large_building_set { lod 1000 { burning_building_smoke9 burning_building_smoke10 burning_building_smoke11 burning_building_smoke12 burning_building_light_large burning_building_sound_large fire_flare_sound } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; NIGHT BURNING BUILDING EFFECTS ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; NIGHT TINY BURNING BUILDING EFFECT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_smoke_tiny_1_night { type particle { texture battlefield/fire/smoke1_dark.tga sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } 250 0.8 0.2, 0.2 0.6, 0.6 3, 5 0.01, 0.05 1, 1 1,1.8 1 0.1, 0.4 255, 235, 215 60 -0.14, 0.14 0,10,0 30 1 instance 20.0f;

30 0,-3,0 ; offset ; distance in me ;

effect burning_building_smoke_tiny_2_night { type particle { texture battlefield/fire/smoke2_dark.tga sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias 0.2, 0.2 0.6, 0.6 8, 12 0.3, 0.6 1,1 2,6 2 0.1,0.5 250, 210, 210 60 -0.24, 0.24 0,2,0 30 2

sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } }

instance 20.0f;

20 0,-5,0 500 0.6 ; offset ; distance in me ;

effect burning_building_smoke_tiny_3_night { type particle { texture battlefield/fire/smoke3_dark.tga sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ny particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } 650 0.5 0.2, 0.2 0.6, 0.6 7, 16 0.5,1 0.5, 1.4 4.5, 11 4 20, 40 220,210,210 60 -0.18, 0.18 0,1.8,0 30 3 instance 20.0f;

5 0,-3,0

; how ma ; offset

; distance in me ;

effect burning_building_smoke_tiny_4_night { type particle { texture battlefield/fire/smoke4.tga

sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_light_tiny_night { type light { fade_in_time 20.0 fade_out_time 2.0 keyframe_colour { 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } offset 0, } } 15, 0 40 38 42 240, 240, 240, 240, 240, 240,

0.2, 0.2 0.6, 0.6 30,50 0.7,1 1,1 20, 25 10 5,5 255,135,0 60 -0.01, 0.01 0,1,0 30 4 instance 20.0f;

1 0,-60,0 500 0.6 ; offset ; distance in me ;

100, 0 130, 0 80, 0 140, 0 70, 0 120, 0

effect_set burning_tiny_building_night_set { lod 1000 { burning_building_smoke_tiny_1_night burning_building_smoke_tiny_2_night burning_building_smoke_tiny_3_night burning_building_smoke_tiny_4_night burning_building_light_tiny_night burning_building_sound_small fire_flare_sound } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; NIGHT SMALL BURNING BUILDING EFFECT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect burning_building_smoke1_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke2_night { type particle 250 0.8 ;

battlefield/fire/smoke1_dark.tga 0.2, 0.2 0.6, 0.6 3, 5 0.01, 0.05 1, 1 1,1.8 1 0.1, 0.4 255, 235, 215 60 -0.14, 0.14 0,10,0 30 1 instance 20.0f;

30 0,-3,0 ; offset ; distance in me ;

{ texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke3_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface 500 0.6 battlefield/fire/smoke2_dark.tga 0.2, 0.2 0.6, 0.6 8, 12 0.3, 0.6 1,1 2,6 2 0.1,0.5 250, 210, 210 60 -0.24, 0.24 0,2,0 30 2 instance 20.0f;

20 0,-5,0 ; offset ; distance in me ;

battlefield/fire/smoke3_dark.tga 0.2, 0.2 0.6, 0.6 20, 40 0.5,1.4 0.5, 1.4 12.5, 26 4 10, 30 190,180,180 30 -0.18, 0.18 0,1.8,0 50 3 instance 20.0f;

{ density ny particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke4_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_light_small_night { type light { fade_in_time 20.0 fade_out_time 2.0 keyframe_colour { 500 0.6 650 0.5 0,-1,0 ; offset ; distance in me ; 5 ; how ma

battlefield/fire/smoke4.tga 0.2, 0.2 0.6, 0.6 90,110 0.7,1 1,1 20, 25 10 5,5 155,35,0 40 -0.01, 0.01 0,1,0 50 4 instance 20.0f;

3 0,-60,0 ; offset ; distance in me ;

0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } offset 0, } } 15,

240, 240, 240, 240, 240, 240,

100, 0 130, 0 80, 0 140, 0 70, 0 120, 0

60 58 62 0

effect_set burning_small_building_night_set { lod 1000 { burning_building_smoke1_night burning_building_smoke2_night burning_building_smoke3_night burning_building_smoke4_night burning_building_light_small_night burning_building_sound_small fire_flare_sound } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; NIGHT MEDIUM BURNING BUILDING EFFECT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect burning_building_smoke5_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time

battlefield/fire/smoke1_dark.tga 0.2, 0.2 0.6, 0.6 10.8, 18.4 0.05, 0.25 1, 1 1.1, 2.5 1.5 0.1, 0.4 255, 235, 215 60 -0.14, 0.14 0,25,0 80 1 instance 20.0f;

emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke6_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke7_night { type particle { texture sprite_origin 500 0.6 250 0.8

200 0,-3,0 ; offset ; distance in me ;

battlefield/fire/smoke2_dark.tga 0.2, 0.2 0.6, 0.6 10, 50 0.1, 0.3 1,1 10, 35 1 0.1,0.5 250, 210, 210 80 -0.24, 0.24 0,6,0 80 2 instance 20.0f;

180 0,-20,0 ; offset ; distance in me ;

battlefield/fire/smoke3_dark.tga 0.2, 0.2

sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ny particles per second offset_from_surface ; offset from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke8_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface

0.6, 0.6 30.8, 60 0.8,2.4 0.5, 1.4 12.5, 26 4 20, 40 220,210,210 60 -0.18, 0.18 0,1.8,0 80 3 instance 20.0f;

7 0,-0.5,0 650 0.5

; how ma

; distance in me ;

battlefield/fire/smoke4.tga 0.2, 0.2 0.6, 0.6 120,140 0.7,1 1,1 20, 25 10 5,5 255,135,0 40 -0.01, 0.01 0,1,0 80 4 instance 20.0f;

6 0,-60,0 ; offset

from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_light_medium_night { type light { fade_in_time 20.0 fade_out_time 2.0 keyframe_colour { 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } offset 0, } } effect_set burning_medium_building_night_set { lod 1000 { burning_building_smoke5_night burning_building_smoke6_night burning_building_smoke7_night burning_building_smoke8_night burning_building_light_medium_night burning_building_sound_medium fire_flare_sound } } effect building_light_unique_night { type light { fade_in_time 20.0 fade_out_time 2.0 keyframe_colour { 8, 80 78 82 0 240, 240, 240, 240, 240, 240, 100, 0 130, 0 80, 0 140, 0 70, 0 120, 0 500 0.6 ; distance in me ;

0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } unique_id offset 0, 4, 0 } }

240, 240, 240, 240, 240, 240,

100, 0 130, 0 80, 0 140, 0 70, 0 120, 0

80 78 82

effect_set building_light_unique_night_set { lod 1000 { building_light_unique_night } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; NIGHT LARGE BURNING BUILDING EFFECT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect burning_building_smoke9_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface

battlefield/fire/smoke1_dark.tga 0.2, 0.2 0.6, 0.6 14.8, 24.4 0.05, 0.25 1, 1 1.1, 2.5 1 0.1, 0.4 255, 235, 215 30 -0.14, 0.14 0,30,0 120 1 instance 20.0f;

100 0,-3,0 ; offset

from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke10_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke11_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time 500 0.6 250 0.8 ; distance in me ;

battlefield/fire/smoke2_dark.tga 0.2, 0.2 0.6, 0.6 25, 35 0.2, 0.4 1,1 10, 35 1 0.1,0.5 210, 170, 170 70 -0.24, 0.24 0,7,0 120 2 instance 20.0f;

200 0,-20,0 ; offset ; distance in me ;

battlefield/fire/smoke3_dark.tga 0.2, 0.2 0.6, 0.6 40, 100 0.8,2.4 0.5, 1.4 12.5, 26 4

die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ny particles per second offset_from_surface ; offset from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect burning_building_smoke12_night { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time emitter tri_surface { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias }

20, 40 220,210,210 20 -0.18, 0.18 0,1.8,0 120 3 instance 20.0f;

10 0,-0.5,0 650 0.5

; how ma

; distance in me ;

battlefield/fire/smoke4.tga 0.2, 0.2 0.6, 0.6 160,180 0.7,1 1,1 20, 25 10 5,5 255,135,0 40 -0.01, 0.01 0,1,0 120 4 instance 20.0f;

5 0,-60,0 500 0.6 ; offset ; distance in me ;

} } effect burning_building_light_large_night { type light { fade_in_time 20.0 fade_out_time 2.0 keyframe_colour { 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, } keyframe_radius { 0.05, 0.1, 0.15, } offset 0, } } effect burning_building_light_large_night_test { type light { fade_in_time 20.0 fade_out_time 2.0 keyframe_colour { 0.0, } keyframe_radius { 0.05, 0.1, 0.15, } offset 0, } } effect_set burning_large_building_night_set { lod 1000 { burning_building_smoke9_night burning_building_smoke10_night burning_building_smoke11_night 15, 100 98 102 0 255, 255, 255, 255 15, 100 98 102 0 240, 240, 240, 240, 240, 240, 100, 0 130, 0 80, 0 140, 0 70, 0 120, 0

burning_building_smoke12_night burning_building_light_large_night burning_building_sound_large fire_flare_sound } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;; SMOKE EFFECTS

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SMALL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; effect burning_building_light { type light { keyframe_colour { 0.00, 0.05, 0.15 0.18, 0.21, 0.26, 0.31, } keyframe_radius { 0.0, } light_map_scale 0.05 } } effect flaming_particles_small { type particle { texture a ; texture board.tga sprite_origin sprite_size size_range age_range die_size grow_range vel_range wind_modifier fade_time sort_bias 3 238, 238, 236, 220, 230, 238, 236, 173, 140 148, 108 158,152 151, 119 165, 108 177, 137 158,152

battlefield/fire/#flame_wheel.tg models_effects/textures/checker_ 0.0, 0.0 1.0, 1.0 0.5, 5 1, 2 0, 1 1,1 0.5, 1 4.0 0 -1

sort keyframe_colour { 0.0, 0.1, 0.5, 1.0, } alpha_max um alpha value initial_size blend_type offset max_particles 1, 2 90 0, 100, 100, 0,

instance

255, 255, 255 255, 255, 255 255, 255, 255 255, 255, 255 ; maxim

additive 0.0, 0.0, 0.0 3000

emitter distance_time { density ny particels per second emitter_falloff_dist ce in meters to reduce emission over emitter_falloff_bias distance_scale max_distance } random_emit_radius system_radius dius used for culling batched } }

5 1000 0.5 500 0.5 0.0, 0.2 2.0

; how ma ; distan

; ra

effect dense_smoke_small { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias

battlefield/fire/smoke6.tga 0.2, 0.2 0.35, 0.65 1, 4 1, 3 1.9,1.5 0.01, 0.3 10 5, 20 255,255,255 100 -0.04, 0.04 0,0.15,0 10 4

sort fade_in_time intial_size offset wind_modifier

instance 0.0; 0.5, 1.5 0.0, 2, 0.0 7 clr_adjust_by_ambient_intensity

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect dense_smoke_short { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier 500 0.6

time 2 0,0,0 ; offset ; distance in me ;

battlefield/fire/smoke4.tga 0.2, 0.2 0.65, 0.65 1, 2.4 2.4, 3.5 1.9,1.5 0.01, 0.014 1.5 14, 16 255,255,255 90 -0.09, 0.09 0,0.3,0 10 4 instance 0.0; 1, 1.5 7 clr_adjust_by_ambient_intensity

emitter { density ; how many particles per second offset_from_surface from surface to emit from

time 5 0,0,0 ; offset

emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } }

500 0.6

; distance in me ;

effect fiery_smoke_small { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier offset

battlefield/fire/firey_smoke.tga 0.2, 0.2 0.6, 0.6 0.5, 1 0.5, 1.2 2,3 0.5, 0.9 1 2, 6 255,255,255 100 -0.05, 0.05 0,0.2,0 10 2 instance 0.0; 2, 3 9 0,0.5,0

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect nahptha_fiery_smoke_small { type particle { 500 0.6

time 4 0,0,0 ; offset ; distance in me ;

texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier

battlefield/fire/firey_smoke.tga 0.2, 0.2 0.6, 0.6 1.5, 2.4 1.5, 1.7 1.9,1.5 0.5, 0.9 0.4 5, 6 255,255,255 50 -0.09, 0.09 0,0.6,0 10 4 instance 0.0; 1, 1.5 7

emitter { density ; how many particles per second offset_from_surface ; offset from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } 500 0.6

time 3 0,-1.0,0 ; distance in me ;

MEDIUM FLAME

effect small_flame { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value

battlefield/fire/flame.tga 0.2, 0.2 0.65, 0.65 0.1, 0.1 0.7, 0.9 30, 40 1.5, 3.3 0.17, 0.35 0.01, 0.01 255,255,255 150

spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier blend_type intial_size keyframe_colour { 0.0, 2.5, }

-0.25, 0.25 0,0.01,0 30 -1 instance 0.0; 7 additive 3.0, 4.0

200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect nahptha_small_flame { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier blend_type intial_size 500 0.6

time 7 0,0,0 ; offset ; distance in me ; 0, 0.1

battlefield/fire/flame.tga 0.2, 0.2 0.65, 0.65 0.1, 0.1 0.4, 0.7 30, 40 1.5, 1.3 0.17, 0.35 0.01, 0.01 255,255,255 150 -0.25, 0.25 0,0.01,0 30 -1 instance 0.0; 7 additive 3.0, 4.0

keyframe_colour { 0.0, 2.5, } 200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect small_flame_window { type particle { texture ; texture board.tga sprite_origin sprite_size size_range age_range grow_range vel_range wind_modifier keyframe_colour { ; 0.0 0.0, 0.1, 0.5, 1.0, } alpha_max um alpha value initial_size blend_type offset max_particles 0.9, 1.7 60 500 0.6

time 5 0,0,0 ; offset ; distance in me ; 0, 0.1

battlefield/fire/flame.tga models_effects/textures/checker_ 0.0, 0.0 1.0, 1.0 0.05, 0.02 2.6, 1.7 1.0, 1.0 0.5, 0.7 4.0

255, 255, 255, 255 255, 255, 255, 255 100, 255, 255, 255 100, 255, 255, 255 50, 255, 255, 255 ; maxim

additive 0.0, 0.0, 0.0 3000

emitter distance_time

{ density ny particels per second emitter_falloff_dist ce in meters to reduce emission over emitter_falloff_bias distance_scale max_distance } random_emit_radius system_radius dius used for culling batched } } effect embers_small { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max um alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier random_emit_radius 100 0.5 5 0.5 0, 0.1 2.0 ; distan 7 ; how ma

; ra

battlefield/fire/embers_1.tga 0.2, 0.2 0.1, 0.2 1, 2 0.5, 3 0.5,1 .5, 1 3 2, 4 255,255,255 200 -0.1, 0.1 0,0.15,0 10 4 instance 10; 1, 2 11 0.5, 0.5 ; maxim

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } 500 0.6

time 1 0,0,0 ; offset ; distance in me ; 3, 3

effect small_flame_particle { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier blend_type keyframe_colour { 0.0, 1.5, }

battlefield/fire/flame.tga 0.2, 0.2 0.65, 0.65 0.01, 0.01 1.1, 1.04 70, 30 7.5, 8.3 0.17, 0.35 0.0, 0.01 255,255,255 150 -0.25, 0.25 0,0.01,0 30 4 instance 0.0; 7 additive

200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } 500 0.6

time 3 0,0,0 ; offset ; distance in me ; 0, 0.1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;; ;;;; MEDIUM ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect flaming_particles_medium

{ type particle { texture a ; board.tga texture sprite_origin sprite_size size_range age_range die_size grow_range vel_range wind_modifier fade_time sort_bias sort 0.0, 0.0 1.0, 1.0 0.5, 5 1, 2 0, 1 1,1 1, 2 4.0 0 -1.5 instance battlefield/fire/#flame_wheel.tg models_effects/textures/checker_

keyframe_colour { ; 0.0 0.0, 0.1, 0.5, 1.0, } alpha_max um alpha value initial_size blend_type offset max_particles 3, 4 additive 0.0, 0.0, 0.0 3000 90 ; maxim 0, 100, 100, 50, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255 255 255 255 255

emitter distance_time { density ny particels per second emitter_falloff_dist ce in meters to reduce emission over emitter_falloff_bias distance_scale max_distance } random_emit_radius system_radius dius used for culling batched } } effect embers_medium {

5 1000 0.5 500 0.5 0.0, 0.2 2.0

; how ma ; distan

; ra

type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max um alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier random_emit_radius

battlefield/fire/embers_1.tga 0.2, 0.2 0.1, 0.2 0.2, 2 0.5, 3 0.5,2 .5, 2 4 2, 5 255,255,255 200 -0.05, 0.05 0,0.15,0 10 -1 instance 10; 1, 1.5 11 1, 1 ; maxim

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } 500 0.6

time 1 0,0,0 ; offset ; distance in me ; 3, 3

effect dense_smoke_medium { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max

battlefield/fire/smoke6.tga 0.2, 0.2 0.35, 0.65 1, 4 2, 4 1.9,1.5 0.01, 0.3 15 5, 35 255,255,255 100

; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size offset wind_modifier

-0.04, 0.04 0,0.15,0 10 0 instance 0.0; 0.5, 1.5 0, 1.5, 0.0 7 clr_adjust_by_ambient_intensity

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } ; MEDIUM FIERY SMOKE 500 0.6

time 4 0,0,0 ; offset ; distance in me ;

effect fiery_smoke_medium { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier offset

battlefield/fire/firey_smoke.tga 0.2, 0.2 0.6, 0.6 2.5, 3 0.5, 1.2 1,2 0.5, 0.9 2 3, 12 255,255,255 100 -0.05, 0.05 0,0.3,0 10 -0.5 instance 0.0; 1, 2 9 0,0.5,0

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } ; MEDIUM FLAME 500 0.6

time 3 0,0,0 ; offset ; distance in me ;

effect medium_flame { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier blend_type keyframe_colour { 0.0, 2.5, }

battlefield/fire/flame.tga 0.2, 0.2 0.65, 0.65 0.1, 0.1 0.7, 0.9 60, 80 3.5, 5.3 0.17, 0.35 0.01, 0.01 255,255,255 150 -0.25, 0.25 0,0.01,0 30 -1 instance 0.0; 7 additive

200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from

time 7 0,0,0 ; offset

emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect medium_building_fire { type particle { texture

500 0.6 0, 0.1

; distance in me ;

battlefield/fire/firey_smoke.tga 0.2, 0.2 0.6, 0.6 1.0, 3.0 0.5, 0.7 1, 1 1.0, 1.0 2.5 3, 4 255,255,255 200 -0.5,0.5 0,1,0 1.0 1.0, 3.0 0.3 additive time 15 0,-1,0 400 0.5 ; offset ; distan ;

sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max um alpha value spin_rate acceleration wind_modifier initial_size fade_in_time blend_type emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ce in meters to reduce emission over emitter_falloff_bias } } } effect medium_flame_window { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size

; maxim

battlefield/fire/flame.tga 0.2, 0.2 0.65, 0.65 0.1, 0.1 0.0, 0.0 60, 80 3.5, 5.3 0.17, 0.35 0.01, 0.01

colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier blend_type keyframe_colour { 0.0, 2.5, }

255,255,255 150 -0.25, 0.25 0,0.01,0 30 -1 instance 0.0; 7 additive

200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect medium_flame_particle { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time 500 0.6

time 7 0,0,0 ; offset ; distance in me ; 0, 0.1

battlefield/fire/flame.tga 0.2, 0.2 0.65, 0.65 0.01, 0.01 1.1, 1.04 190, 160 7.5, 8.3 0.17, 0.35 0.0, 0.01 255,255,255 150 -0.25, 0.25 0,0.01,0 30 -1 instance 0.0;

wind_modifier blend_type keyframe_colour { 0.0, 1.5, }

7 additive

200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } 500 0.6

time 3 0,0,0 ; offset ; distance in me ; 0, 0.1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LARGE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect flaming_particles_large { type particle { texture a ; board.tga texture sprite_origin sprite_size size_range age_range die_size grow_range vel_range wind_modifier fade_time sort_bias sort keyframe_colour { 0.0, 0.0 1.0, 1.0 0.5, 5 1, 2 0, 3 1,1 1, 2 4.0 0 -1.5 instance battlefield/fire/#flame_wheel.tg models_effects/textures/checker_

0.0, 0.1, 0.5, 1.0, } alpha_max um alpha value initial_size blend_type offset max_particles

0, 100, 100, 50,

255, 255, 255 255, 255, 255 255, 255, 255 255, 255, 255 90 ; maxim

3, 5 additive 0.0, 0.0, 0.0 3000

emitter distance_time { density ny particels per second emitter_falloff_dist ce in meters to reduce emission over emitter_falloff_bias distance_scale max_distance } random_emit_radius system_radius dius used for culling batched } } effect embers_large { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max um alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier

5 1000 0.5 500 0.5 0.0, 0.2 2.0

; how ma ; distan

; ra

battlefield/fire/embers_1.tga 0.2, 0.2 0.1, 0.2 0.2, 2 1, 3.5 0.5,2 .5, 2 4 6, 10 255,255,255 200 -0.05, 0.05 0,0.15,0 10 -1 instance 10; 1, 1.5 11 ; maxim

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect dense_smoke_large { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size offset wind_modifier 500 0.6

time 1 0,0,0 ; offset ; distance in me ; 3, 3

battlefield/fire/smoke6.tga 0.2, 0.2 0.35, 0.65 2, 6 3.4, 6.5 1.9,1.5 0.01, 0.3 15 5, 45 255,255,255 100 -0.04, 0.04 0,0.2,0 10 0 instance 0.0; 0.5, 1.5 0.0, 0.5, 0.0 7 clr_adjust_by_ambient_intensity

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } 500 0.6

time 4 0,0,0 ; offset ; distance in me ;

MEDIUM FIERY SMOKE

effect fiery_smoke_large { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier

battlefield/fire/firey_smoke.tga 0.2, 0.2 0.6, 0.6 3, 3 0.5, 1.5 2,3 0.5, 0.9 4 3, 12 255,255,255 60 -0.15, 0.15 0,0.3,0 10 -0.5 instance 0.0; 2, 3 9

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } ; MEDIUM FLAME 500 0.6

time 3 0,0.5,0 ; offset ; distance in me ;

effect large_flame { type particle { texture sprite_origin sprite_size size_range age_range

battlefield/fire/flame.tga 0.2, 0.2 0.65, 0.65 0.1, 0.1 0.7, 0.9

grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier blend_type keyframe_colour { 0.0, 2.5, }

90, 110 3.5, 5.3 0.17, 0.35 0.01, 0.01 255,255,255 150 -0.25, 0.25 0,0.01,0 30 -1 instance 0.0; 7 additive

200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect large_flame_particle { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration 500 0.6

time 7 0,0,0 ; offset ; distance in me ; 0, 0.1

battlefield/fire/flame.tga 0.2, 0.2 0.65, 0.65 0.2, 0.3 1.1, 1.04 1, 2 7.5, 8.3 0.17, 0.35 0.0, 0.01 255,255,255 150 -0.25, 0.25 0,2,0

system_radius sort_bias sort fade_in_time wind_modifier blend_type

30 -1 instance 2 7 additive

keyframe_colour { 0.0, 0, 255, 255, 255 0.8, 200, 255, 255, 255 1.5, 0, 255, 255, 255 }

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } 500 0.6

time 4 0,0,0 ; offset ; distance in me ; 0, 0.1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; EXTRA LARGE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect flaming_particles_extra_large { type particle { texture a ; board.tga texture sprite_origin sprite_size size_range age_range grow_range vel_range wind_modifier sort_bias sort 0.0, 0.0 1, 5 2, 5 2.0, 4.0 1.0, 1 0.5, 1.3 4.0 -1 instance battlefield/fire/#flame_wheel.tg models_effects/textures/checker_

keyframe_colour { ; 0.0 0.0, 0.1, 0.5, 1.0, } alpha_max um alpha value initial_size blend_type offset max_particles 3.1, 4.3 additive 0.0, 0.0, 0.0 3000 150 ; maxim 255, 255, 255, 255 255, 255, 255, 255 100, 255, 255, 255 100, 255, 255, 255 50, 255, 255, 255

emitter distance_time { density ny particels per second emitter_falloff_dist ce in meters to reduce emission over emitter_falloff_bias distance_scale max_distance } random_emit_radius system_radius dius used for culling batched } }

4 1000 0.5 500 2 0.1, 0.5 2.0

; how ma ; distan

; ra

effect dense_smoke_extra_large { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort

battlefield/fire/smoke6.tga 0.2, 0.2 0.65, 0.65 2, 8 2, 4 1.2,1.8 0.01, 0.8 20 10, 70 255,255,255 114 -0.05, 0.05 0,0.25,0 10 0 instance

fade_in_time intial_size offset wind_modifier

0.5; 1, 1.5 0.0, 3, 0.0 11 clr_adjust_by_ambient_intensity

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect fiery_smoke_extra_large { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size offset wind_modifier 500 0.6

time 4 0,0,0 ; offset ; distance in me ;

battlefield/fire/firey_smoke.tga 0.2, 0.2 0.6, 0.6 5, 7 1, 2 1,1.9 0.5, 0.9 2.4 8, 20 255,255,255 60 -0.1, 0.1 0,1,0 10 -0.5 instance 0.0; 1, 1.5 0,0.3,0 11

emitter { density ; how many particles per second offset_from_surface from surface to emit from

time 3 0,0,0 ; offset

emitter_falloff_dist ters to reduce emission over emitter_falloff_bias } } } effect embers_extra_large { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max um alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier random_emit_radius

500 0.6

; distance in me ;

battlefield/fire/embers_1.tga 0.2, 0.2 0.1, 0.2 0.2, 3 1.5, 3 2,2.5 1.0, 2 6 8, 10 255,255,255 100 -0.12, 0.12 0,0.4,0 10 -1 instance 10; 1, 1.5 11 2,2 ; maxim

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect ash_extra_large { type particle { texture sprite_origin sprite_size 500 0.6

time 2 5,5,0 ; offset ; distance in me ; 3,3

battlefield/fire/embers_1.tga 0.2, 0.2 0.1, 0.2

size_range age_range grow_range vel_range fade_time die_size colour alpha_max um alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time intial_size wind_modifier random_emit_radius offset 0,3,0 keyframe_colour {

3, 5 15, 20 2,2.5 1.5, 3 8 5, 10 255,255,255 150 -0.12, 0.12 0,-0.2,0 10 4 instance 30; 1, 2 15 1,1 ; maxim

0, 0, 255, 210,47 5, 0,0,0,0 6.0, 120, 0, 0, 0 14, 120,0,0,0 15, 0, 0, 0, 0 } emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect extra_large_flame { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size 500 0.6 3,3 time 2 5,5,0 ; offset ; distance in me ;

battlefield/fire/flame.tga 0.2, 0.2 0.2, 0.65 3,4 0.7, 0.9 2, 3 0.5, 2.3 0.17, 0.35 2, 3

colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier blend_type keyframe_colour { 0.0, 2.5, }

255,255,255 150 -0.2, 0.2 0,0.01,0 30 -1 instance 0.0; 6 additive

200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect extra_large_flame_particle { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time 500 0.6

time 10 0,0,0 ; offset ; distance in me ; 0, 0.1

battlefield/fire/flame.tga 0.2, 0.2 0.65, 1 8, 10 8, 10 50, 60 5, 8.3 1, 2 8, 10 255,255,255 150 -0.4, 0.4 0,5,0 30 -1 instance 0.0;

wind_modifier blend_type keyframe_colour { 0.0, 1.5, }

7 additive

200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } 500 0.6

time 10 0,0,0 ; offset ; distance in me ; 0, 0.1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;CRUMBLE DUST effect crumble_dust_small { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier

battlefield/fire/building_dust.tga 0.2, 0.2 1, 1 1, 2 1,1.5 2,5 0 0 10 255,255,255 200 -0.10, 0.10 0,0.01,0 30 4 instance 0.2; 7 clr_adjust_by_ambient_intensity

keyframe_colour { 0.0, 0.5, } 150, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect crumble_dust_medium { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier 500 0.6

time 7 0,0,0 ; offset ; distance in me ; 0, 0.1

battlefield/fire/building_dust.tga 0.2, 0.2 1, 1 1, 2 1,1.5 5,8 0 0 10 255,255,255 200 -0.10, 0.10 0,0.01,0 30 4 instance 0.2; 7 clr_adjust_by_ambient_intensity

keyframe_colour { 0.0, 0.5, } 150, 255, 255, 255 0, 255, 255, 255

emitter {

time

density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } effect crumble_dust_large { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier 500 0.6

7 0,0,0 ; offset ; distance in me ; 0, 0.1

battlefield/fire/building_dust.tga 0.2, 0.2 1, 1 2, 4 2,5 8,5 0 0 20 255,255,255 200 -0.07, 0.07 0,0.01,0 30 4 instance 0.2; 7 clr_adjust_by_ambient_intensity

keyframe_colour { 0.0, 5.0, } 150, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius 500 0.6

time 7 0,0,0 ; offset ; distance in me ; 0, 0.1

} } } effect crumble_dust_extra_large { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier

battlefield/fire/building_dust.tga 0.2, 0.2 0.65, 0.65 0.35, 0 .54 3.7, 3.9 70, 90 1.5, 1.3 0.05, 0.03 0.01, 0.01 255,255,255 200 -0.10, 0.10 0,0.01,0 30 4 instance 0.0; 7 clr_adjust_by_ambient_intensity

keyframe_colour { 0.0, 3.5, } 255, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } 500 0.6

time 7 0,0,0 ; offset ; distance in me ; 0, 0.1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; effect medium_building_fire {

type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort fade_in_time wind_modifier blend_type keyframe_colour { 0.0, 2.5, }

battlefield/fire/firey_smoke.tga 0.2, 0.2 0.65, 0.65 0.1, 0.1 0.7, 0.9 60, 80 3.5, 5.3 0.17, 0.35 0.01, 0.01 255,255,255 150 -0.25, 0.25 0,0.01,0 30 -1 instance 0.0; 7 additive

200, 255, 255, 255 0, 255, 255, 255

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Hemisphere dust effects 500 0.6

time 7 0,0,0 ; offset ; distance in me ; 0, 0.1

effect building_collapse_dust_fade_small { type particle { texture battlefield/fire/building_dust.tga sprite_origin sprite_size size_range age_range 0.1, 0.1 2, 2 5, 5 7, 7

grow_range vel_range fade_time die_size colour alpha_max spin_rate acceleration max_particles sort_bias sort fade_in_time wind_modifier

1 ,1 0.5, 1.5 9 10 255, 255, 255 120 ; maximum alpha value 0.1, -0.1 0,0.0,0 400 0 instance 0.15; 3 clr_adjust_by_ambient_intensity

keyframe_colour { 0.0, 7, } emitter hemisphere { density econd min_angle ntal to emit in max_angle to emit in shrink_factor } } } 0 25 0.5 ; minimum angle up from horizo ; maximum angle up from horizontal 90, 255, 255, 255 0, 255, 255, 255

200

; how many particles per s

effect building_collapse_dust_fade_medium { type particle { texture battlefield/fire/building_dust.tga sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max spin_rate acceleration max_particles sort_bias sort fade_in_time wind_modifier 0.1, 0.1 0.8, 0.8 10, 15 15, 15 1 ,1 0.5, 1.5 15 20,0 255, 255, 255 150 ; maximum alpha value 0.1, -0.1 0,0.0,0 400 0 instance 0.2; 2

clr_adjust_by_ambient_intensity keyframe_colour { 0.0, 10, } emitter hemisphere { density cond min_angle ntal to emit in max_angle to emit in shrink_factor } } } 0 15 0.1 ; minimum angle up from horizo ; maximum angle up from horizontal 90, 255, 255, 255 0, 255, 255, 255

80

; how many particles per se

effect building_collapse_dust_fade_large { type particle { texture battlefield/fire/building_dust.tga sprite_origin sprite_size size_range age_range grow_range vel_range die_size colour alpha_max spin_rate acceleration max_particles sort_bias sort fade_in_time wind_modifier 0.1, 0.1 0.8, 0.8 15, 20 15, 15 1 ,1 1, 2 20,0 255, 255, 255 150 ; maximum alpha value 0.1, -0.1 0,0.0,0 400 0 instance 0.2; 4 clr_adjust_by_ambient_intensity keyframe_colour { 0.0, 10, } emitter hemisphere { density cond min_angle ntal to emit in 0 ; minimum angle up from horizo 90, 255, 255, 255 0, 255, 255, 255

50

; how many particles per se

max_angle to emit in shrink_factor } } }

15 0.1

; maximum angle up from horizontal

effect building_collapse_dust_fade_extra_large { type particle { texture battlefield/fire/building_dust.tga sprite_origin sprite_size size_range age_range grow_range vel_range die_size colour alpha_max spin_rate acceleration max_particles sort_bias sort fade_in_time wind_modifier 0.1, 0.1 0.8, 0.8 10, 20 15, 15 1 ,1 1, 2 15 255, 255, 255 150 ; maximum alpha value 0.1, -0.1 0,0.0,0 1000 0 instance 0.5; 4 clr_adjust_by_ambient_intensity keyframe_colour { 0.0, 15, } emitter hemisphere { density cond min_angle ntal to emit in max_angle to emit in shrink_factor } } } 0 20 0.1 ; minimum angle up from horizo ; maximum angle up from horizontal 90, 255, 255, 255 0, 255, 255, 255

50

; how many particles per se

effect building_collapse_dust_fast_burst_very_small { type particle { texture battlefield/fire/building_dust.tga sprite_origin sprite_size 0.1, 0.1 2, 2

size_range age_range grow_range vel_range fade_time die_size colour alpha_max spin_rate acceleration max_particles sort_bias sort fade_in_time wind_modifier

6,6 1.5, 1.5 1, 1 2.1, 2.3 2.5 5,0 255, 255, 255 120 ; maximum alpha value 0.07, -0.07 0 ,0.0,0 400 0 instance 0.05; 7 clr_adjust_by_ambient_intensity keyframe_colour

{ 0.0, 2.0, } emitter hemisphere { density cond min_angle ntal to emit in max_angle l to emit in shrink_factor } } } 0 10 0.1 ; minimum angle up from horizo ; maximum angle up from horizonta 90, 255, 255, 255 0, 255, 255, 255

60

; how many particles per se

effect building_collapse_dust_fast_burst_small { type particle { texture battlefield/fire/building_dust.tga sprite_origin sprite_size size_range age_range grow_range vel_range die_size colour alpha_max spin_rate acceleration max_particles sort_bias sort fade_in_time wind_modifier 0.1, 0.1 2, 2 7, 10 4, 4 2 ,3 2.1, 2.2 20 255, 255, 255 130 ; maximum alpha value 0.07, -0.07 0 ,0.0,0 400 0 instance 0.1; 3

clr_adjust_by_ambient_intensity keyframe_colour { 0.0, 6.0, } emitter hemisphere { density econd min_angle ntal to emit in max_angle l to emit in shrink_factor } } } 0 10 0.1 ; minimum angle up from horizo ; maximum angle up from horizonta 90, 255, 255, 255 0, 255, 255, 255

100

; how many particles per s

effect building_collapse_dust_fast_burst_medium { type particle { texture battlefield/fire/building_dust.tga sprite_origin sprite_size size_range age_range grow_range vel_range fade_time die_size colour alpha_max spin_rate acceleration max_particles sort_bias sort fade_in_time wind_modifier 0.1, 0.1 0.8, 0.8 15, 15 5, 5 0.1 ,0.2 2.1, 2.2 6 15,0 255, 255, 255 150 ; maximum alpha value 0.07, -0.07 0 ,0.0,0 400 0 instance 0.1; 3 clr_adjust_by_ambient_intensity keyframe_colour { 0.0, 8, } emitter hemisphere { density econd min_angle ntal to emit in max_angle 0 10 ; minimum angle up from horizo ; maximum angle up from horizonta 90, 255, 255, 255 0, 255, 255, 255

100

; how many particles per s

l to emit in shrink_factor } } } effect building_collapse_dust_fast_burst_large { type particle { texture battlefield/fire/building_dust.tga sprite_origin sprite_size size_range age_range grow_range vel_range colour alpha_max spin_rate acceleration max_particles sort_bias sort fade_in_time wind_modifier 0.1, 0.1 0.8, 0.8 15, 20 10, 10 1 ,3 1, 1.8 255, 255, 255 150 ; maximum alpha value 0.1, -0.1 0,0.0,0 400 0 instance 0.2; 4 clr_adjust_by_ambient_intensity keyframe_colour { 0.0, 10, } emitter hemisphere { density econd min_angle ntal to emit in max_angle to emit in shrink_factor } } } 0 15 0.1 ; minimum angle up from horizo ; maximum angle up from horizontal 90, 255, 255, 255 0, 255, 255, 255 0.1

100

; how many particles per s

effect building_collapse_dust_fast_burst_extra_large { type particle { texture battlefield/fire/building_dust.tga sprite_origin sprite_size size_range age_range 0.1, 0.1 0.8, 0.8 10, 20 15, 15

grow_range vel_range die_size colour alpha_max spin_rate acceleration max_particles sort_bias sort fade_in_time wind_modifier

1 ,1 2, 2 15 255, 255, 255 150 ; maximum alpha value 0.1, -0.1 0,0.0,0 1000 0 instance 0.5; 4 clr_adjust_by_ambient_intensity

keyframe_colour { 0.0, 15, } emitter hemisphere { density cond min_angle ntal to emit in max_angle to emit in shrink_factor } } } effect dust_linger_large { type particle { texture sprite_origin sprite_size size_range age_range grow_range vel_range colour alpha_max ; maximum alpha value spin_rate acceleration system_radius sort_bias sort wind_modifier keyframe_colour { 0.0, 0, 255, 255, 255 0 20 0.1 ; minimum angle up from horizo ; maximum angle up from horizontal 90, 255, 255, 255 0, 255, 255, 255

50

; how many particles per se

battlefield/fire/building_dust.tga 0.2, 0.2 0.65, 0.65 10, 13 8, 10 1, 2 0.2, 0.2 255,255,255 60 -0.01, 0.01 0,0.00,0 30 0 instance 2

2.5, 5.0, }

150, 255, 255, 255 0, 255, 255, 255

clr_adjust_by_ambient_intensity

emitter { density ; how many particles per second offset_from_surface from surface to emit from emitter_falloff_dist ters to reduce emission over emitter_falloff_bias random_emit_radius } } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 500 0.6

time 7 0,0,0 ; offset ; distance in me ; 10, 10

effect building_fire_glow_model { type projectile { model models_effects/building_fire_glow.cas view_dist 7000 } } effect_set burning_building_new_small_set { lod 10000 { flaming_particles_small fiery_smoke_small dense_smoke_small embers_small burning_building_light burning_building_sound_small } } effect_set nahptha_fire_set { play_time 2.5

lod 10000 { nahptha_small_flame nahptha_fiery_smoke_small shockwave naptha_loop ;naptha_impact } } effect_set burning_building_new_medium_set { lod 10000 { flaming_particles_medium fiery_smoke_medium dense_smoke_medium embers_medium burning_building_light burning_building_sound_medium fire_flare_sound } } effect_set burning_building_new_large_set { lod 10000 { flaming_particles_large fiery_smoke_large dense_smoke_large embers_large burning_building_light building_fire_glow_model burning_building_sound_large fire_flare_sound } } effect_set burning_building_new_extra_large_set { lod 10000 { flaming_particles_extra_large fiery_smoke_extra_large dense_smoke_extra_large embers_extra_large burning_building_light building_fire_glow_model burning_building_sound_large fire_flare_sound } }

effect_set dust_crumble_small_set { play_time 4.7 lod 10000 { crumble_dust_small } } effect_set dust_crumble_medium_set { play_time 6.5 lod 1000 { crumble_dust_medium } } effect_set dust_crumble_large_set { play_time 6.2 lod 10000 { crumble_dust_large } } effect_set dust_crumble_extra_large_set { play_time 6.5 lod 10000 { crumble_dust_extra_large } } ;;;;;;;effect_set random_dust_puff_small_set { play_time 0.3 lod 10000 { crumble_dust_small } } ;;;;;;;;;effect_set random_dust_puff_medium_set { play_time 0.34 lod 10000 { crumble_dust_medium

} } ;;;;;;;;;;effect_set random_dust_puff_large_set { play_time 0.4 lod 10000 { crumble_dust_large } } effect_set window_fire_small { lod 10000 { ;small_flame flaming_particles_small fiery_smoke_small burning_building_sound_small } } effect_set window_fire_medium { lod 10000 { ;small_flame flaming_particles_medium fiery_smoke_medium burning_building_sound_medium } } effect_set light { time_of_day night lod 10000 { burning_building_light } } effect_set light_permanent { ; time_of_day night lod 10000 { burning_building_light_medium } }

effect_set hemisphere_dust_small_set { play_time 0.7 lod 10000 { building_collapse_dust_fade_small } } effect_set hemisphere_dust_medium_set { play_time 3.50 lod 10000 { building_collapse_dust_fade_medium } } effect_set hemisphere_dust_large_set { play_time 6.50 lod 10000 { building_collapse_dust_fade_large } } effect_set hemisphere_dust_extra_large_set { play_time 7.00 lod 10000 { building_collapse_dust_fade_extra_large } } effect_set hemisphere_dust_burst_very_small_set { play_time 0.2 lod 10000 { building_collapse_dust_fast_burst_very_small } } effect_set hemisphere_dust_burst_small_set { play_time 0.5 lod 10000 { building_collapse_dust_fast_burst_small } } effect_set hemisphere_dust_burst_medium_set {

play_time 1 lod 10000 { building_collapse_dust_fast_burst_medium } } effect_set hemisphere_dust_burst_large_set { play_time 1 lod 10000 { building_collapse_dust_fast_burst_large } } effect_set hemisphere_dust_burst_extra_large_set { play_time 1 lod 10000 { building_collapse_dust_fast_burst_extra_large } } effect_set dust_linger_large_set { play_time 10 lod 10000 { dust_linger_large } }

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