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; TINY BURNING BUILDING EFFECT ;


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effect burning_building_smoke_tiny_1
{
type particle
{
texture battlefield/fire/smoke1.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 3, 5
age_range 0.01, 0.05
grow_range 1, 1
vel_range 1,1.8
fade_time 1
die_size 0.1, 0.4
colour 255, 235, 215
alpha_max 60 ; maximum alpha value
spin_rate -0.14, 0.14
acceleration 0,10,0
system_radius 30
sort_bias 1
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 50 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from

emitter_falloff_dist 250 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.8 ;
}
}
}

effect burning_building_smoke_tiny_2
{
type particle
{
texture battlefield/fire/smoke2.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 8, 12
age_range 0.3, 0.6
grow_range 1,1
vel_range 2,6
fade_time 2
die_size 0.1,0.5
colour 250, 210, 210
alpha_max 80 ; maximum alpha value
spin_rate -0.24, 0.24
acceleration 0,2,0
system_radius 30
sort_bias 2
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 7 ; how many
particles per second
offset_from_surface 0,-5,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_smoke_tiny_3
{
type particle
{
texture battlefield/fire/smoke3.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 7, 16
age_range 0.5,1
grow_range 0.5, 1.4
vel_range 4.5, 11
fade_time 4
die_size 20, 40
colour 220,210,210
alpha_max 80 ; maximum alpha value
spin_rate -0.18, 0.18
acceleration 0,1.8,0
system_radius 30
sort_bias 3
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 2 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from

emitter_falloff_dist 650 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.5 ;
}
}
}

effect burning_building_smoke_tiny_4
{
type particle
{
texture battlefield/fire/smoke4.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 30,50
age_range 0.7,1
grow_range 1,1
vel_range 20, 25
fade_time 10
die_size 5,5
colour 255,135,0
alpha_max 60 ; maximum alpha value
spin_rate -0.01, 0.01
acceleration 0,1,0
system_radius 30
sort_bias 4
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 1 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_light_tiny
{
type light
{
fade_in_time 20.0
fade_out_time 2.0

keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}

keyframe_radius
{
0.05, 40
0.1, 38
0.15, 42
}

offset 0, 15, 0
}
}

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 battlefield/fire/smoke1.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 7, 18.4
age_range 0.01, 0.15
grow_range 1, 1
vel_range 1.1, 2.5
fade_time 1
die_size 0.1, 0.4
colour 255, 235, 215
alpha_max 60 ; maximum alpha value
spin_rate -0.14, 0.14
acceleration 0,30,0
system_radius 50
sort_bias 1
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 50 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from

emitter_falloff_dist 250 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.8 ;
}
}
}

effect burning_building_smoke2
{
type particle
{
texture battlefield/fire/smoke2.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 10, 20
age_range 0.1, 0.3
grow_range 1,1
vel_range 10, 35
fade_time 1
die_size 0.1,0.5
colour 250, 210, 210
alpha_max 140 ; maximum alpha value
spin_rate -0.24, 0.24
acceleration 0,6,0
system_radius 50
sort_bias 2
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 50 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_smoke3
{
type particle
{
texture battlefield/fire/smoke3.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 20, 40
age_range 0.5,1.4
grow_range 0.5, 1.4
vel_range 12.5, 26
fade_time 4
die_size 20, 40
colour 220,210,210
alpha_max 100 ; maximum alpha value
spin_rate -0.18, 0.18
acceleration 0,1.8,0
system_radius 50
sort_bias 3
sort instance
fade_in_time 20.0f;
emitter tri_surface
{
density 5 ; how many
particles per second
offset_from_surface 0,-1,0 ; offset from
surface to emit from

emitter_falloff_dist 650 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.5 ;
}
}
}

effect burning_building_smoke4
{
type particle
{
texture battlefield/fire/smoke4.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 90,110
age_range 0.7,1
grow_range 1,1
vel_range 20, 25
fade_time 10
die_size 5,5
colour 255,135,0
alpha_max 40 ; maximum alpha value
spin_rate -0.01, 0.01
acceleration 0,1,0
system_radius 50
sort_bias 4
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 3 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_light_small
{
type light
{
fade_in_time 20.0
fade_out_time 2.0

keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}

keyframe_radius
{
0.05, 60
0.1, 58
0.15, 62
}
offset 0, 15, 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 ;
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effect burning_building_smoke5
{
type particle
{
texture battlefield/fire/smoke1.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 10.8, 18.4
age_range 0.05, 0.25
grow_range 1, 1
vel_range 1.1, 2.5
fade_time 1.5
die_size 0.1, 0.4
colour 255, 235, 215
alpha_max 60 ; maximum alpha value
spin_rate -0.14, 0.14
acceleration 0,25,0
system_radius 80
sort_bias 1
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 200 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from

emitter_falloff_dist 250 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.8 ;
}
}
}

effect burning_building_smoke6
{
type particle
{
texture battlefield/fire/smoke2.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 15, 25
age_range 0.2, 0.4
grow_range 1,1
vel_range 10, 35
fade_time 1
die_size 0.1,0.5
colour 250, 210, 210
alpha_max 140 ; maximum alpha value
spin_rate -0.24, 0.24
acceleration 0,6,0
system_radius 80
sort_bias 2
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 120 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_smoke7
{
type particle
{
texture battlefield/fire/smoke3.tga
sprite_origin 0.2, 0.2
sprite_size 0.6, 0.6
size_range 30.8, 60
age_range 0.8,2.4
grow_range 0.5, 1.4
vel_range 12.5, 26
fade_time 4
die_size 20, 40
colour 220,210,210
alpha_max 100 ; maximum alpha value
spin_rate -0.18, 0.18
acceleration 0,1.8,0
system_radius 80
sort_bias 3
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 15 ; how many
particles per second
offset_from_surface 0,-0.5,0 ; offset from
surface to emit from

emitter_falloff_dist 650 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.5 ;
}
}
}

effect burning_building_smoke8
{
type particle
{
texture battlefield/fire/smoke4.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 120,140
age_range 0.7,1
grow_range 1,1
vel_range 20, 25
fade_time 10
die_size 5,5
colour 255,135,0
alpha_max 40 ; maximum alpha value
spin_rate -0.01, 0.01
acceleration 0,1,0
system_radius 80
sort_bias 4
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 6 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_light_medium
{
type light
{
fade_in_time 20.0
fade_out_time 2.0

keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}

keyframe_radius
{
0.05, 80
0.1, 78
0.15, 82
}
offset 0, 8, 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
{
fade_in_time 20.0
fade_out_time 2.0

keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}

keyframe_radius
{
0.05, 80
0.1, 78
0.15, 82
}
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 battlefield/fire/smoke1.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 14.8, 24.4
age_range 0.05, 0.25
grow_range 1, 1
vel_range 1.1, 2.5
fade_time 1
die_size 0.1, 0.4
colour 255, 235, 215
alpha_max 60 ; maximum alpha value
spin_rate -0.14, 0.14
acceleration 0,30,0
system_radius 120
sort_bias 1
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 250 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from

emitter_falloff_dist 250 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.8 ;
}
}
}

effect burning_building_smoke10
{
type particle
{
texture battlefield/fire/smoke2.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 25, 35
age_range 0.2, 0.4
grow_range 1,1
vel_range 10, 35
fade_time 1
die_size 0.1,0.5
colour 250, 210, 210
alpha_max 140 ; maximum alpha value
spin_rate -0.24, 0.24
acceleration 0,7,0
system_radius 120
sort_bias 2
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 200 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_smoke11
{
type particle
{
texture battlefield/fire/smoke3.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 40, 100
age_range 0.8,2.4
grow_range 0.5, 1.4
vel_range 12.5, 26
fade_time 4
die_size 20, 40
colour 220,210,210
alpha_max 100 ; maximum alpha value
spin_rate -0.18, 0.18
acceleration 0,1.8,0
system_radius 120
sort_bias 3
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 15 ; how many
particles per second
offset_from_surface 0,-0.5,0 ; offset from
surface to emit from

emitter_falloff_dist 650 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.5 ;
}
}
}

effect burning_building_smoke12
{
type particle
{
texture battlefield/fire/smoke4.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 160,180
age_range 0.7,1
grow_range 1,1
vel_range 20, 25
fade_time 10
die_size 5,5
colour 255,135,0
alpha_max 40 ; maximum alpha value
spin_rate -0.01, 0.01
acceleration 0,1,0
system_radius 120
sort_bias 4
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 5 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_light_large
{
type light
{
fade_in_time 20.0
fade_out_time 2.0

keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}

keyframe_radius
{
0.05, 100
0.1, 98
0.15, 102
}
offset 0, 15, 0
}
}

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 0.2, 0.2
sprite_size 0.6, 0.6
size_range 3, 5
age_range 0.01, 0.05
grow_range 1, 1
vel_range 1,1.8
fade_time 1
die_size 0.1, 0.4
colour 255, 235, 215
alpha_max 60 ; maximum alpha value
spin_rate -0.14, 0.14
acceleration 0,10,0
system_radius 30
sort_bias 1
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 30 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from

emitter_falloff_dist 250 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.8 ;
}
}
}

effect burning_building_smoke_tiny_2_night
{
type particle
{
texture battlefield/fire/smoke2_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 8, 12
age_range 0.3, 0.6
grow_range 1,1
vel_range 2,6
fade_time 2
die_size 0.1,0.5
colour 250, 210, 210
alpha_max 60 ; maximum alpha value
spin_rate -0.24, 0.24
acceleration 0,2,0
system_radius 30
sort_bias 2
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 20 ; how many
particles per second
offset_from_surface 0,-5,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_smoke_tiny_3_night
{
type particle
{
texture battlefield/fire/smoke3_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 7, 16
age_range 0.5,1
grow_range 0.5, 1.4
vel_range 4.5, 11
fade_time 4
die_size 20, 40
colour 220,210,210
alpha_max 60 ; maximum alpha value
spin_rate -0.18, 0.18
acceleration 0,1.8,0
system_radius 30
sort_bias 3
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 5 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from

emitter_falloff_dist 650 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.5 ;
}
}
}

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

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 30,50
age_range 0.7,1
grow_range 1,1
vel_range 20, 25
fade_time 10
die_size 5,5
colour 255,135,0
alpha_max 60 ; maximum alpha value
spin_rate -0.01, 0.01
acceleration 0,1,0
system_radius 30
sort_bias 4
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 1 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_light_tiny_night
{
type light
{
fade_in_time 20.0
fade_out_time 2.0

keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}

keyframe_radius
{
0.05, 40
0.1, 38
0.15, 42
}

offset 0, 15, 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 battlefield/fire/smoke1_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 3, 5
age_range 0.01, 0.05
grow_range 1, 1
vel_range 1,1.8
fade_time 1
die_size 0.1, 0.4
colour 255, 235, 215
alpha_max 60 ; maximum alpha value
spin_rate -0.14, 0.14
acceleration 0,10,0
system_radius 30
sort_bias 1
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 30 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from

emitter_falloff_dist 250 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.8 ;
}
}
}

effect burning_building_smoke2_night
{
type particle
{
texture battlefield/fire/smoke2_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 8, 12
age_range 0.3, 0.6
grow_range 1,1
vel_range 2,6
fade_time 2
die_size 0.1,0.5
colour 250, 210, 210
alpha_max 60 ; maximum alpha value
spin_rate -0.24, 0.24
acceleration 0,2,0
system_radius 30
sort_bias 2
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 20 ; how many
particles per second
offset_from_surface 0,-5,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_smoke3_night
{
type particle
{
texture battlefield/fire/smoke3_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 20, 40
age_range 0.5,1.4
grow_range 0.5, 1.4
vel_range 12.5, 26
fade_time 4
die_size 10, 30
colour 190,180,180
alpha_max 30 ; maximum alpha value
spin_rate -0.18, 0.18
acceleration 0,1.8,0
system_radius 50
sort_bias 3
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 5 ; how many
particles per second
offset_from_surface 0,-1,0 ; offset from
surface to emit from

emitter_falloff_dist 650 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.5 ;
}
}
}

effect burning_building_smoke4_night
{
type particle
{
texture battlefield/fire/smoke4.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 90,110
age_range 0.7,1
grow_range 1,1
vel_range 20, 25
fade_time 10
die_size 5,5
colour 155,35,0
alpha_max 40 ; maximum alpha value
spin_rate -0.01, 0.01
acceleration 0,1,0
system_radius 50
sort_bias 4
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 3 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_light_small_night
{
type light
{
fade_in_time 20.0
fade_out_time 2.0

keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 60
0.1, 58
0.15, 62
}
offset 0, 15, 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 battlefield/fire/smoke1_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 10.8, 18.4
age_range 0.05, 0.25
grow_range 1, 1
vel_range 1.1, 2.5
fade_time 1.5
die_size 0.1, 0.4
colour 255, 235, 215
alpha_max 60 ; maximum alpha value
spin_rate -0.14, 0.14
acceleration 0,25,0
system_radius 80
sort_bias 1
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 200 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from
emitter_falloff_dist 250 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.8 ;
}
}
}

effect burning_building_smoke6_night
{
type particle
{
texture battlefield/fire/smoke2_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 10, 50
age_range 0.1, 0.3
grow_range 1,1
vel_range 10, 35
fade_time 1
die_size 0.1,0.5
colour 250, 210, 210
alpha_max 80 ; maximum alpha value
spin_rate -0.24, 0.24
acceleration 0,6,0
system_radius 80
sort_bias 2
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 180 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_smoke7_night
{
type particle
{
texture battlefield/fire/smoke3_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 30.8, 60
age_range 0.8,2.4
grow_range 0.5, 1.4
vel_range 12.5, 26
fade_time 4
die_size 20, 40
colour 220,210,210
alpha_max 60 ; maximum alpha value
spin_rate -0.18, 0.18
acceleration 0,1.8,0
system_radius 80
sort_bias 3
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 7 ; how many
particles per second
offset_from_surface 0,-0.5,0 ; offset from
surface to emit from

emitter_falloff_dist 650 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.5 ;
}
}
}

effect burning_building_smoke8_night
{
type particle
{
texture battlefield/fire/smoke4.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 120,140
age_range 0.7,1
grow_range 1,1
vel_range 20, 25
fade_time 10
die_size 5,5
colour 255,135,0
alpha_max 40 ; maximum alpha value
spin_rate -0.01, 0.01
acceleration 0,1,0
system_radius 80
sort_bias 4
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 6 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}
effect burning_building_light_medium_night
{
type light
{
fade_in_time 20.0
fade_out_time 2.0

keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}

keyframe_radius
{
0.05, 80
0.1, 78
0.15, 82
}
offset 0, 8, 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
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}
keyframe_radius
{
0.05, 80
0.1, 78
0.15, 82
}
unique_id
offset 0, 4, 0
}
}

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 battlefield/fire/smoke1_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 14.8, 24.4
age_range 0.05, 0.25
grow_range 1, 1
vel_range 1.1, 2.5
fade_time 1
die_size 0.1, 0.4
colour 255, 235, 215
alpha_max 30 ; maximum alpha value
spin_rate -0.14, 0.14
acceleration 0,30,0
system_radius 120
sort_bias 1
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 100 ; how many
particles per second
offset_from_surface 0,-3,0 ; offset from
surface to emit from

emitter_falloff_dist 250 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.8 ;
}
}
}
effect burning_building_smoke10_night
{
type particle
{
texture battlefield/fire/smoke2_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 25, 35
age_range 0.2, 0.4
grow_range 1,1
vel_range 10, 35
fade_time 1
die_size 0.1,0.5
colour 210, 170, 170
alpha_max 70 ; maximum alpha value
spin_rate -0.24, 0.24
acceleration 0,7,0
system_radius 120
sort_bias 2
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 200 ; how many
particles per second
offset_from_surface 0,-20,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_smoke11_night
{
type particle
{
texture battlefield/fire/smoke3_dark.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 40, 100
age_range 0.8,2.4
grow_range 0.5, 1.4
vel_range 12.5, 26
fade_time 4
die_size 20, 40
colour 220,210,210
alpha_max 20 ; maximum alpha value
spin_rate -0.18, 0.18
acceleration 0,1.8,0
system_radius 120
sort_bias 3
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 10 ; how many
particles per second
offset_from_surface 0,-0.5,0 ; offset from
surface to emit from

emitter_falloff_dist 650 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.5 ;
}
}
}

effect burning_building_smoke12_night
{
type particle
{
texture battlefield/fire/smoke4.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 160,180
age_range 0.7,1
grow_range 1,1
vel_range 20, 25
fade_time 10
die_size 5,5
colour 255,135,0
alpha_max 40 ; maximum alpha value
spin_rate -0.01, 0.01
acceleration 0,1,0
system_radius 120
sort_bias 4
sort instance
fade_in_time 20.0f;

emitter tri_surface
{
density 5 ; how many
particles per second
offset_from_surface 0,-60,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect burning_building_light_large_night
{
type light
{
fade_in_time 20.0
fade_out_time 2.0
keyframe_colour
{
0.05, 240, 100, 0
0.1, 240, 130, 0
0.15, 240, 80, 0
0.2, 240, 140, 0
0.25, 240, 70, 0
0.3, 240, 120, 0
}

keyframe_radius
{
0.05, 100
0.1, 98
0.15, 102
}
offset 0, 15, 0
}
}

effect burning_building_light_large_night_test
{
type light
{
fade_in_time 20.0
fade_out_time 2.0

keyframe_colour
{
0.0, 255, 255, 255, 255
}

keyframe_radius
{
0.05, 100
0.1, 98
0.15, 102
}
offset 0, 15, 0
}
}

effect_set burning_large_building_night_set
{
lod 1000
{
burning_building_smoke9_night
burning_building_smoke10_night
burning_building_smoke11_night
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, 238, 173, 140
0.05, 238, 148, 108
0.15 236, 158,152
0.18, 220, 151, 119
0.21, 230, 165, 108
0.26, 238, 177, 137
0.31, 236, 158,152
}

keyframe_radius
{
0.0, 3
}

light_map_scale 0.05
}
}

effect flaming_particles_small
{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0

size_range 0.5, 5
age_range 1, 2
die_size 0, 1
grow_range 1,1
vel_range 0.5, 1
wind_modifier 4.0
fade_time 0
sort_bias -1
sort instance

keyframe_colour
{
0.0, 0, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 0, 255, 255, 255
}

alpha_max 90 ; maximum alpha value


initial_size 1, 2
blend_type additive
offset 0.0, 0.0, 0.0
max_particles 3000

emitter distance_time
{
density 5 ; how many particels per
second
emitter_falloff_dist 1000 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 500
max_distance 0.5
}

random_emit_radius 0.0, 0.2


system_radius 2.0 ; radius used for
culling
batched
}
}

effect dense_smoke_small
{
type particle
{
texture battlefield/fire/smoke6.tga

sprite_origin 0.2, 0.2


sprite_size 0.35, 0.65
size_range 1, 4
age_range 1, 3
grow_range 1.9,1.5
vel_range 0.01, 0.3
fade_time 10
die_size 5, 20
colour 255,255,255
alpha_max 100 ; maximum alpha value
spin_rate -0.04, 0.04
acceleration 0,0.15,0
system_radius 10
sort_bias 4
sort instance
fade_in_time 0.0;
intial_size 0.5, 1.5
offset 0.0, 2, 0.0
wind_modifier 7
clr_adjust_by_ambient_intensity
emitter time
{
density 2 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

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

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 1, 2.4
age_range 2.4, 3.5
grow_range 1.9,1.5
vel_range 0.01, 0.014
fade_time 1.5
die_size 14, 16
colour 255,255,255
alpha_max 90 ; maximum alpha value
spin_rate -0.09, 0.09
acceleration 0,0.3,0
system_radius 10
sort_bias 4
sort instance
fade_in_time 0.0;
intial_size 1, 1.5
wind_modifier 7
clr_adjust_by_ambient_intensity

emitter time
{
density 5 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}
effect fiery_smoke_small
{
type particle
{
texture battlefield/fire/firey_smoke.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 0.5, 1
age_range 0.5, 1.2
grow_range 2,3
vel_range 0.5, 0.9
fade_time 1
die_size 2, 6
colour 255,255,255
alpha_max 100 ; maximum alpha value
spin_rate -0.05, 0.05
acceleration 0,0.2,0
system_radius 10
sort_bias 2
sort instance
fade_in_time 0.0;
intial_size 2, 3
wind_modifier 9
offset 0,0.5,0

emitter time
{
density 4 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect nahptha_fiery_smoke_small
{
type particle
{
texture battlefield/fire/firey_smoke.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 1.5, 2.4
age_range 1.5, 1.7
grow_range 1.9,1.5
vel_range 0.5, 0.9
fade_time 0.4
die_size 5, 6
colour 255,255,255
alpha_max 50 ; maximum alpha value
spin_rate -0.09, 0.09
acceleration 0,0.6,0
system_radius 10
sort_bias 4
sort instance
fade_in_time 0.0;
intial_size 1, 1.5
wind_modifier 7

emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,-1.0,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

; MEDIUM FLAME

effect small_flame
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.1, 0.1
age_range 0.7, 0.9
grow_range 30, 40
vel_range 1.5, 3.3
fade_time 0.17, 0.35
die_size 0.01, 0.01
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.25, 0.25
acceleration 0,0.01,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 0.0;
wind_modifier 7
blend_type additive
intial_size 3.0, 4.0

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

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

effect nahptha_small_flame
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.1, 0.1
age_range 0.4, 0.7
grow_range 30, 40
vel_range 1.5, 1.3
fade_time 0.17, 0.35
die_size 0.01, 0.01
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.25, 0.25
acceleration 0,0.01,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 0.0;
wind_modifier 7
blend_type additive
intial_size 3.0, 4.0

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

emitter time
{
density 5 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

effect small_flame_window
{
type particle
{
texture battlefield/fire/flame.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0

size_range 0.05, 0.02


age_range 2.6, 1.7
grow_range 1.0, 1.0
vel_range 0.5, 0.7
wind_modifier 4.0

keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 255, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}

alpha_max 60 ; maximum alpha value


initial_size 0.9, 1.7
blend_type additive
offset 0.0, 0.0, 0.0
max_particles 3000

emitter distance_time
{
density 7 ; how many particels per
second
emitter_falloff_dist 100 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 5
max_distance 0.5
}

random_emit_radius 0, 0.1
system_radius 2.0 ; radius used for
culling
batched
}
}

effect embers_small
{
type particle
{
texture battlefield/fire/embers_1.tga

sprite_origin 0.2, 0.2


sprite_size 0.1, 0.2
size_range 1, 2
age_range 0.5, 3
grow_range 0.5,1
vel_range .5, 1
fade_time 3
die_size 2, 4
colour 255,255,255
alpha_max 200 ; maximum alpha value
spin_rate -0.1, 0.1
acceleration 0,0.15,0
system_radius 10
sort_bias 4
sort instance
fade_in_time 10;
intial_size 1, 2
wind_modifier 11
random_emit_radius 0.5, 0.5

emitter time
{
density 1 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 3, 3
}
}
}

effect small_flame_particle
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.01, 0.01
age_range 1.1, 1.04
grow_range 70, 30
vel_range 7.5, 8.3
fade_time 0.17, 0.35
die_size 0.0, 0.01
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.25, 0.25
acceleration 0,0.01,0
system_radius 30
sort_bias 4
sort instance
fade_in_time 0.0;
wind_modifier 7
blend_type additive

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

emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

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

effect flaming_particles_medium

{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0

size_range 0.5, 5
age_range 1, 2
die_size 0, 1
grow_range 1,1
vel_range 1, 2
wind_modifier 4.0
fade_time 0
sort_bias -1.5
sort instance

keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 0, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}

alpha_max 90 ; maximum alpha value


initial_size 3, 4
blend_type additive
offset 0.0, 0.0, 0.0
max_particles 3000

emitter distance_time
{
density 5 ; how many particels per
second
emitter_falloff_dist 1000 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 500
max_distance 0.5
}

random_emit_radius 0.0, 0.2


system_radius 2.0 ; radius used for
culling
batched
}
}

effect embers_medium
{
type particle
{
texture battlefield/fire/embers_1.tga

sprite_origin 0.2, 0.2


sprite_size 0.1, 0.2
size_range 0.2, 2
age_range 0.5, 3
grow_range 0.5,2
vel_range .5, 2
fade_time 4
die_size 2, 5
colour 255,255,255
alpha_max 200 ; maximum alpha value
spin_rate -0.05, 0.05
acceleration 0,0.15,0
system_radius 10
sort_bias -1
sort instance
fade_in_time 10;
intial_size 1, 1.5
wind_modifier 11
random_emit_radius 1, 1

emitter time
{
density 1 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 3, 3
}
}
}

effect dense_smoke_medium
{
type particle
{
texture battlefield/fire/smoke6.tga

sprite_origin 0.2, 0.2


sprite_size 0.35, 0.65
size_range 1, 4
age_range 2, 4
grow_range 1.9,1.5
vel_range 0.01, 0.3
fade_time 15
die_size 5, 35
colour 255,255,255
alpha_max 100 ; maximum alpha value
spin_rate -0.04, 0.04
acceleration 0,0.15,0
system_radius 10
sort_bias 0
sort instance
fade_in_time 0.0;
intial_size 0.5, 1.5
offset 0, 1.5, 0.0
wind_modifier 7
clr_adjust_by_ambient_intensity
emitter time
{
density 4 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

; MEDIUM FIERY SMOKE

effect fiery_smoke_medium
{
type particle
{
texture battlefield/fire/firey_smoke.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 2.5, 3
age_range 0.5, 1.2
grow_range 1,2
vel_range 0.5, 0.9
fade_time 2
die_size 3, 12
colour 255,255,255
alpha_max 100 ; maximum alpha value
spin_rate -0.05, 0.05
acceleration 0,0.3,0
system_radius 10
sort_bias -0.5
sort instance
fade_in_time 0.0;
intial_size 1, 2
wind_modifier 9
offset 0,0.5,0

emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}
; MEDIUM FLAME

effect medium_flame
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.1, 0.1
age_range 0.7, 0.9
grow_range 60, 80
vel_range 3.5, 5.3
fade_time 0.17, 0.35
die_size 0.01, 0.01
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.25, 0.25
acceleration 0,0.01,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 0.0;
wind_modifier 7
blend_type additive

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

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

effect medium_building_fire
{
type particle
{
texture battlefield/fire/firey_smoke.tga
sprite_origin 0.2, 0.2
sprite_size 0.6, 0.6
size_range 1.0, 3.0
age_range 0.5, 0.7
grow_range 1, 1
vel_range 1.0, 1.0
fade_time 2.5
die_size 3, 4
colour 255,255,255
alpha_max 200 ; maximum alpha value
spin_rate -0.5,0.5
acceleration 0,1,0
wind_modifier 1.0
initial_size 1.0, 3.0
fade_in_time 0.3
blend_type additive
emitter time
{
density 15 ; how many
particles per second
offset_from_surface 0,-1,0 ; offset from
surface to emit from

emitter_falloff_dist 400 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.5 ;
}
}
}

effect medium_flame_window
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.1, 0.1
age_range 0.0, 0.0
grow_range 60, 80
vel_range 3.5, 5.3
fade_time 0.17, 0.35
die_size 0.01, 0.01
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.25, 0.25
acceleration 0,0.01,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 0.0;
wind_modifier 7
blend_type additive

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

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

effect medium_flame_particle
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.01, 0.01
age_range 1.1, 1.04
grow_range 190, 160
vel_range 7.5, 8.3
fade_time 0.17, 0.35
die_size 0.0, 0.01
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.25, 0.25
acceleration 0,0.01,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 0.0;
wind_modifier 7
blend_type additive

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

emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
LARGE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect flaming_particles_large

{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0

size_range 0.5, 5
age_range 1, 2
die_size 0, 3
grow_range 1,1
vel_range 1, 2
wind_modifier 4.0
fade_time 0
sort_bias -1.5
sort instance

keyframe_colour
{
0.0, 0, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}

alpha_max 90 ; maximum alpha value


initial_size 3, 5
blend_type additive
offset 0.0, 0.0, 0.0
max_particles 3000

emitter distance_time
{
density 5 ; how many particels per
second
emitter_falloff_dist 1000 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 500
max_distance 0.5
}

random_emit_radius 0.0, 0.2


system_radius 2.0 ; radius used for
culling
batched
}
}

effect embers_large
{
type particle
{
texture battlefield/fire/embers_1.tga

sprite_origin 0.2, 0.2


sprite_size 0.1, 0.2
size_range 0.2, 2
age_range 1, 3.5
grow_range 0.5,2
vel_range .5, 2
fade_time 4
die_size 6, 10
colour 255,255,255
alpha_max 200 ; maximum alpha value
spin_rate -0.05, 0.05
acceleration 0,0.15,0
system_radius 10
sort_bias -1
sort instance
fade_in_time 10;
intial_size 1, 1.5
wind_modifier 11

emitter time
{
density 1 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 3, 3
}
}
}

effect dense_smoke_large
{
type particle
{
texture battlefield/fire/smoke6.tga

sprite_origin 0.2, 0.2


sprite_size 0.35, 0.65
size_range 2, 6
age_range 3.4, 6.5
grow_range 1.9,1.5
vel_range 0.01, 0.3
fade_time 15
die_size 5, 45
colour 255,255,255
alpha_max 100 ; maximum alpha value
spin_rate -0.04, 0.04
acceleration 0,0.2,0
system_radius 10
sort_bias 0
sort instance
fade_in_time 0.0;
intial_size 0.5, 1.5
offset 0.0, 0.5, 0.0
wind_modifier 7
clr_adjust_by_ambient_intensity

emitter time
{
density 4 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

; MEDIUM FIERY SMOKE

effect fiery_smoke_large
{
type particle
{
texture battlefield/fire/firey_smoke.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 3, 3
age_range 0.5, 1.5
grow_range 2,3
vel_range 0.5, 0.9
fade_time 4
die_size 3, 12
colour 255,255,255
alpha_max 60 ; maximum alpha value
spin_rate -0.15, 0.15
acceleration 0,0.3,0
system_radius 10
sort_bias -0.5
sort instance
fade_in_time 0.0;
intial_size 2, 3
wind_modifier 9

emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0.5,0 ; offset from
surface to emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

; MEDIUM FLAME

effect large_flame
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.1, 0.1
age_range 0.7, 0.9
grow_range 90, 110
vel_range 3.5, 5.3
fade_time 0.17, 0.35
die_size 0.01, 0.01
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.25, 0.25
acceleration 0,0.01,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 0.0;
wind_modifier 7
blend_type additive

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

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

effect large_flame_particle
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.2, 0.3
age_range 1.1, 1.04
grow_range 1, 2
vel_range 7.5, 8.3
fade_time 0.17, 0.35
die_size 0.0, 0.01
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.25, 0.25
acceleration 0,2,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 2
wind_modifier 7
blend_type additive

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

emitter time
{
density 4 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; EXTRA
LARGE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect flaming_particles_extra_large

{
type particle
{
texture battlefield/fire/#flame_wheel.tga
; texture models_effects/textures/checker_board.tga
sprite_origin 0.0, 0.0
sprite_size 1, 5

size_range 2, 5
age_range 2.0, 4.0
grow_range 1.0, 1
vel_range 0.5, 1.3
wind_modifier 4.0
sort_bias -1
sort instance

keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 255, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}

alpha_max 150 ; maximum alpha value


initial_size 3.1, 4.3
blend_type additive
offset 0.0, 0.0, 0.0
max_particles 3000

emitter distance_time
{
density 4 ; how many particels per
second
emitter_falloff_dist 1000 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.5
distance_scale 500
max_distance 2
}

random_emit_radius 0.1, 0.5


system_radius 2.0 ; radius used for
culling
batched
}
}

effect dense_smoke_extra_large
{
type particle
{
texture battlefield/fire/smoke6.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 2, 8
age_range 2, 4
grow_range 1.2,1.8
vel_range 0.01, 0.8
fade_time 20
die_size 10, 70
colour 255,255,255
alpha_max 114 ; maximum alpha value
spin_rate -0.05, 0.05
acceleration 0,0.25,0
system_radius 10
sort_bias 0
sort instance
fade_in_time 0.5;
intial_size 1, 1.5
offset 0.0, 3, 0.0
wind_modifier 11
clr_adjust_by_ambient_intensity

emitter time
{
density 4 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect fiery_smoke_extra_large
{
type particle
{
texture battlefield/fire/firey_smoke.tga

sprite_origin 0.2, 0.2


sprite_size 0.6, 0.6
size_range 5, 7
age_range 1, 2
grow_range 1,1.9
vel_range 0.5, 0.9
fade_time 2.4
die_size 8, 20
colour 255,255,255
alpha_max 60 ; maximum alpha value
spin_rate -0.1, 0.1
acceleration 0,1,0
system_radius 10
sort_bias -0.5
sort instance
fade_in_time 0.0;
intial_size 1, 1.5
offset 0,0.3,0
wind_modifier 11

emitter time
{
density 3 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
}
}
}

effect embers_extra_large
{
type particle
{
texture battlefield/fire/embers_1.tga

sprite_origin 0.2, 0.2


sprite_size 0.1, 0.2
size_range 0.2, 3
age_range 1.5, 3
grow_range 2,2.5
vel_range 1.0, 2
fade_time 6
die_size 8, 10
colour 255,255,255
alpha_max 100 ; maximum alpha value
spin_rate -0.12, 0.12
acceleration 0,0.4,0
system_radius 10
sort_bias -1
sort instance
fade_in_time 10;
intial_size 1, 1.5
wind_modifier 11
random_emit_radius 2,2

emitter time
{
density 2 ; how many
particles per second
offset_from_surface 5,5,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 3,3
}
}
}

effect ash_extra_large
{
type particle
{
texture battlefield/fire/embers_1.tga

sprite_origin 0.2, 0.2


sprite_size 0.1, 0.2
size_range 3, 5
age_range 15, 20
grow_range 2,2.5
vel_range 1.5, 3
fade_time 8
die_size 5, 10
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.12, 0.12
acceleration 0,-0.2,0
system_radius 10
sort_bias 4
sort instance
fade_in_time 30;
intial_size 1, 2
wind_modifier 15
random_emit_radius 1,1
offset 0,3,0

keyframe_colour
{
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 time
{
density 2 ; how many
particles per second
offset_from_surface 5,5,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 3,3
}
}
}

effect extra_large_flame
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.2, 0.65
size_range 3,4
age_range 0.7, 0.9
grow_range 2, 3
vel_range 0.5, 2.3
fade_time 0.17, 0.35
die_size 2, 3
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.2, 0.2
acceleration 0,0.01,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 0.0;
wind_modifier 6
blend_type additive

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

emitter time
{
density 10 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

effect extra_large_flame_particle
{
type particle
{
texture battlefield/fire/flame.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 1
size_range 8, 10
age_range 8, 10
grow_range 50, 60
vel_range 5, 8.3
fade_time 1, 2
die_size 8, 10
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.4, 0.4
acceleration 0,5,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 0.0;
wind_modifier 7
blend_type additive

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

emitter time
{
density 10 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1
}
}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;CRUMBLE DUST

effect crumble_dust_small
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.2, 0.2


sprite_size 1, 1
size_range 1, 2
age_range 1,1.5
grow_range 2,5
vel_range 0
fade_time 0
die_size 10
colour 255,255,255
alpha_max 200 ; maximum alpha value
spin_rate -0.10, 0.10
acceleration 0,0.01,0
system_radius 30
sort_bias 4
sort instance
fade_in_time 0.2;
wind_modifier 7

clr_adjust_by_ambient_intensity

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

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}
effect crumble_dust_medium
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.2, 0.2


sprite_size 1, 1
size_range 1, 2
age_range 1,1.5
grow_range 5,8
vel_range 0
fade_time 0
die_size 10
colour 255,255,255
alpha_max 200 ; maximum alpha value
spin_rate -0.10, 0.10
acceleration 0,0.01,0
system_radius 30
sort_bias 4
sort instance
fade_in_time 0.2;
wind_modifier 7

clr_adjust_by_ambient_intensity

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

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}
effect crumble_dust_large
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.2, 0.2


sprite_size 1, 1
size_range 2, 4
age_range 2,5
grow_range 8,5
vel_range 0
fade_time 0
die_size 20
colour 255,255,255
alpha_max 200 ; maximum alpha value
spin_rate -0.07, 0.07
acceleration 0,0.01,0
system_radius 30
sort_bias 4
sort instance
fade_in_time 0.2;
wind_modifier 7

clr_adjust_by_ambient_intensity

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

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}
effect crumble_dust_extra_large
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.35, 0 .54
age_range 3.7, 3.9
grow_range 70, 90
vel_range 1.5, 1.3
fade_time 0.05, 0.03
die_size 0.01, 0.01
colour 255,255,255
alpha_max 200 ; maximum alpha value
spin_rate -0.10, 0.10
acceleration 0,0.01,0
system_radius 30
sort_bias 4
sort instance
fade_in_time 0.0;
wind_modifier 7

clr_adjust_by_ambient_intensity

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

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect medium_building_fire
{
type particle
{
texture battlefield/fire/firey_smoke.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 0.1, 0.1
age_range 0.7, 0.9
grow_range 60, 80
vel_range 3.5, 5.3
fade_time 0.17, 0.35
die_size 0.01, 0.01
colour 255,255,255
alpha_max 150 ; maximum alpha value
spin_rate -0.25, 0.25
acceleration 0,0.01,0
system_radius 30
sort_bias -1
sort instance
fade_in_time 0.0;
wind_modifier 7
blend_type additive
keyframe_colour
{
0.0, 200, 255, 255, 255
2.5, 0, 255, 255, 255
}

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from

emitter_falloff_dist 500 ; distance in meters to


reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 0, 0.1

}
}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Hemisphere dust effects

effect building_collapse_dust_fade_small
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.1, 0.1


sprite_size 2, 2
size_range 5, 5
age_range 7, 7
grow_range 1 ,1
vel_range 0.5, 1.5
fade_time 9
die_size 10
colour 255, 255, 255
alpha_max 120 ; maximum alpha value
spin_rate 0.1, -0.1
acceleration 0,0.0,0
max_particles 400
sort_bias 0
sort instance
fade_in_time 0.15;
wind_modifier 3

clr_adjust_by_ambient_intensity

keyframe_colour
{
0.0, 90, 255, 255, 255
7, 0, 255, 255, 255
}
emitter hemisphere
{
density 200 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 25 ; maximum angle up from horizontal to
emit in
shrink_factor 0.5
}
}
}

effect building_collapse_dust_fade_medium
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.1, 0.1


sprite_size 0.8, 0.8
size_range 10, 15
age_range 15, 15
grow_range 1 ,1
vel_range 0.5, 1.5
fade_time 15
die_size 20,0
colour 255, 255, 255
alpha_max 150 ; maximum alpha value
spin_rate 0.1, -0.1
acceleration 0,0.0,0
max_particles 400
sort_bias 0
sort instance
fade_in_time 0.2;
wind_modifier 2

clr_adjust_by_ambient_intensity

keyframe_colour
{
0.0, 90, 255, 255, 255
10, 0, 255, 255, 255
}

emitter hemisphere
{
density 80 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 15 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}
effect building_collapse_dust_fade_large
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.1, 0.1


sprite_size 0.8, 0.8
size_range 15, 20
age_range 15, 15
grow_range 1 ,1
vel_range 1, 2
die_size 20,0
colour 255, 255, 255
alpha_max 150 ; maximum alpha value
spin_rate 0.1, -0.1
acceleration 0,0.0,0
max_particles 400
sort_bias 0
sort instance
fade_in_time 0.2;
wind_modifier 4

clr_adjust_by_ambient_intensity

keyframe_colour
{
0.0, 90, 255, 255, 255
10, 0, 255, 255, 255
}

emitter hemisphere
{
density 50 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 15 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}

effect building_collapse_dust_fade_extra_large
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.1, 0.1


sprite_size 0.8, 0.8
size_range 10, 20
age_range 15, 15
grow_range 1 ,1
vel_range 1, 2
die_size 15
colour 255, 255, 255
alpha_max 150 ; maximum alpha value
spin_rate 0.1, -0.1
acceleration 0,0.0,0
max_particles 1000
sort_bias 0
sort instance
fade_in_time 0.5;
wind_modifier 4

clr_adjust_by_ambient_intensity

keyframe_colour
{
0.0, 90, 255, 255, 255
15, 0, 255, 255, 255
}

emitter hemisphere
{
density 50 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 20 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}

effect building_collapse_dust_fast_burst_very_small
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.1, 0.1


sprite_size 2, 2
size_range 6,6
age_range 1.5, 1.5
grow_range 1, 1
vel_range 2.1, 2.3
fade_time 2.5
die_size 5,0
colour 255, 255, 255
alpha_max 120 ; maximum alpha value
spin_rate 0.07, -0.07
acceleration 0 ,0.0,0
max_particles 400
sort_bias 0
sort instance
fade_in_time 0.05;
wind_modifier 7

clr_adjust_by_ambient_intensity

keyframe_colour
{
0.0, 90, 255, 255, 255
2.0, 0, 255, 255, 255
}

emitter hemisphere
{
density 60 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 10 ; maximum angle up from horizontal
to emit in
shrink_factor 0.1
}
}
}

effect building_collapse_dust_fast_burst_small
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.1, 0.1


sprite_size 2, 2
size_range 7, 10
age_range 4, 4
grow_range 2 ,3
vel_range 2.1, 2.2
die_size 20
colour 255, 255, 255
alpha_max 130 ; maximum alpha value
spin_rate 0.07, -0.07
acceleration 0 ,0.0,0
max_particles 400
sort_bias 0
sort instance
fade_in_time 0.1;
wind_modifier 3

clr_adjust_by_ambient_intensity

keyframe_colour
{
0.0, 90, 255, 255, 255
6.0, 0, 255, 255, 255
}

emitter hemisphere
{
density 100 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 10 ; maximum angle up from horizontal
to emit in
shrink_factor 0.1
}
}
}

effect building_collapse_dust_fast_burst_medium
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.1, 0.1


sprite_size 0.8, 0.8
size_range 15, 15
age_range 5, 5
grow_range 0.1 ,0.2
vel_range 2.1, 2.2
fade_time 6
die_size 15,0
colour 255, 255, 255
alpha_max 150 ; maximum alpha value
spin_rate 0.07, -0.07
acceleration 0 ,0.0,0
max_particles 400
sort_bias 0
sort instance
fade_in_time 0.1;
wind_modifier 3

clr_adjust_by_ambient_intensity

keyframe_colour
{
0.0, 90, 255, 255, 255
8, 0, 255, 255, 255
}

emitter hemisphere
{
density 100 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 10 ; maximum angle up from horizontal
to emit in
shrink_factor 0.1
}
}
}

effect building_collapse_dust_fast_burst_large
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.1, 0.1


sprite_size 0.8, 0.8
size_range 15, 20
age_range 10, 10
grow_range 1 ,3
vel_range 1, 1.8
colour 255, 255, 255
alpha_max 150 ; maximum alpha value
spin_rate 0.1, -0.1
acceleration 0,0.0,0
max_particles 400
sort_bias 0
sort instance
fade_in_time 0.2;
wind_modifier 4

clr_adjust_by_ambient_intensity

keyframe_colour
{
0.0, 90, 255, 255, 255
10, 0, 255, 255, 255
}

emitter hemisphere
{
density 100 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 15 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}

effect building_collapse_dust_fast_burst_extra_large
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.1, 0.1


sprite_size 0.8, 0.8
size_range 10, 20
age_range 15, 15
grow_range 1 ,1
vel_range 2, 2
die_size 15
colour 255, 255, 255
alpha_max 150 ; maximum alpha value
spin_rate 0.1, -0.1
acceleration 0,0.0,0
max_particles 1000
sort_bias 0
sort instance
fade_in_time 0.5;
wind_modifier 4

clr_adjust_by_ambient_intensity

keyframe_colour
{
0.0, 90, 255, 255, 255
15, 0, 255, 255, 255
}

emitter hemisphere
{
density 50 ; how many particles per
second
min_angle 0 ; minimum angle up from
horizontal to emit in
max_angle 20 ; maximum angle up from horizontal to
emit in
shrink_factor 0.1
}
}
}

effect dust_linger_large
{
type particle
{
texture battlefield/fire/building_dust.tga

sprite_origin 0.2, 0.2


sprite_size 0.65, 0.65
size_range 10, 13
age_range 8, 10
grow_range 1, 2
vel_range 0.2, 0.2
colour 255,255,255
alpha_max 60 ; maximum alpha value
spin_rate -0.01, 0.01
acceleration 0,0.00,0
system_radius 30
sort_bias 0
sort instance
wind_modifier 2

keyframe_colour
{
0.0, 0, 255, 255, 255
2.5, 150, 255, 255, 255
5.0, 0, 255, 255, 255
}

clr_adjust_by_ambient_intensity

emitter time
{
density 7 ; how many
particles per second
offset_from_surface 0,0,0 ; offset from surface to
emit from
emitter_falloff_dist 500 ; distance in meters to
reduce emission over
emitter_falloff_bias 0.6 ;
random_emit_radius 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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