# Explosion types. Note: Motes are fire and/or smoke particles. The scale of # a mote is based on 3 factors: it's random initial scale (scale_min to # scale_max), its fire/smoke scale (scale_fire and scale_smoke), and its # animated scale (in the anim frame values). [Default Fire] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.6 # Minimum life of each mote. life_max = 1.3 # Maximum life of each mote. scale_min = 0.4 # Minimum scale of each mote. scale_max = 0.5 # Maximum scale of each mote. scale_fire = 0.4 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 3.0 # Minimum outward start velocity of a mote. vel_max = 14.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 2.0 # Spherical radius of screen distortion warp.duration = 0.6 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.15 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.2 # Time during which streaks are emitted. streak.width = 0.02 # Width of each streak. streak.length = 1.5 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.5 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.2 # Time during which sparks are emitted. spark.scale = 0.05 # Scale of each spark particle. spark.vel_min = 2.0 # Minimum initial outward velocity of each spark. spark.vel_max = 12.0 # Maximum initial outward velocity of each spark. spark.radius = 1.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 1.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 0.6, { 0.0, 3.0, 0.0, 0.4, 1.0 } [Default Fire Med] vel_decay = 27.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.9 # Minimum life of each mote. life_max = 2.0 # Maximum life of each mote. scale_min = 0.6 # Minimum scale of each mote. scale_max = 0.75 # Maximum scale of each mote. scale_fire = 0.6 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 3.0 # Spherical radius of screen distortion warp.duration = 0.9 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.3 # Time during which streaks are emitted. streak.width = 0.03 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 22.5 # Initial outward velocity of each streak. streak.radius = 1.5 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.3 # Time during which sparks are emitted. spark.scale = 0.075 # Scale of each spark particle. spark.vel_min = 3.0 # Minimum initial outward velocity of each spark. spark.vel_max = 18.0 # Maximum initial outward velocity of each spark. spark.radius = 1.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.5, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 3.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 3.75, 0.2, 0.4, 1.0 } anim 3 = 0.6, { 0.0, 4.5, 0.0, 0.4, 1.0 } [Default Fire Large] vel_decay = 36.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 4.7 # Spherical radius in which motes are emitted. use to be 0.2 motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.6 # Minimum life of each mote. life_max = 1.3 # Maximum life of each mote. scale_min = 0.8 # Minimum scale of each mote. scale_max = 1.0 # Maximum scale of each mote. scale_fire = 0.8 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 6.0 # Minimum outward start velocity of a mote. vel_max = 28.0 # Maximum outward start velocity of a mote. sound = # Play this sound on start (or continually for trail explosions). warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 6.0 # Spherical radius of screen distortion warp.duration = 1.2 # Duration of screen warp. warp.intensity = 0.7 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). streak.life = 0.3 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.4 # Time during which streaks are emitted. streak.width = 0.04 # Width of each streak. streak.length = 3.0 # Max length of each streak. streak.vel = 30.0 # Initial outward velocity of each streak. streak.radius = 2.0 # Spherical radius in which streaks are emitted. streak.gravity = -60.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. spark.life = 1.0 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.4 # Time during which sparks are emitted. spark.scale = 0.1 # Scale of each spark particle. spark.vel_min = 4.0 # Minimum initial outward velocity of each spark. spark.vel_max = 24.0 # Maximum initial outward velocity of each spark. spark.radius = 2.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 4.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 5.0, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 6.0, 0.0, 0.6, 1.0 } [Dash Laser Fire] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 8 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 8 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.6 # Minimum life of each mote. life_max = 0.6 # Maximum life of each mote. scale_min = 0.4 # Minimum scale of each mote. scale_max = 0.5 # Maximum scale of each mote. scale_fire = 0.4 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 3.0 # Minimum outward start velocity of a mote. vel_max = 14.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 2.0 # Spherical radius of screen distortion warp.duration = 0.6 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.1 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.2 # Time during which streaks are emitted. streak.width = 0.02 # Width of each streak. streak.length = 0.5 # Max length of each streak. streak.vel = 10.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.5 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.2 # Time during which sparks are emitted. spark.scale = 0.05 # Scale of each spark particle. spark.vel_min = 2.0 # Minimum initial outward velocity of each spark. spark.vel_max = 6.0 # Maximum initial outward velocity of each spark. spark.radius = 1.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 1.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } [Default Smoke Large] vel_decay = 36.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.6 # Minimum life of each mote. life_max = 1.3 # Maximum life of each mote. scale_min = 0.8 # Minimum scale of each mote. scale_max = 0.8 # Maximum scale of each mote. scale_fire = 0.8 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 6.0 # Minimum outward start velocity of a mote. vel_max = 28.0 # Maximum outward start velocity of a mote. sound = # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 4.0 # Spherical radius of screen distortion warp.duration = 1.2 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.3 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.4 # Time during which streaks are emitted. streak.width = 0.04 # Width of each streak. streak.length = 3.0 # Max length of each streak. streak.vel = 30.0 # Initial outward velocity of each streak. streak.radius = 2.0 # Spherical radius in which streaks are emitted. streak.gravity = -60.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 1.0 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.4 # Time during which sparks are emitted. spark.scale = 0.1 # Scale of each spark particle. spark.vel_min = 4.0 # Minimum initial outward velocity of each spark. spark.vel_max = 24.0 # Maximum initial outward velocity of each spark. spark.radius = 2.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.4 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.3 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 30.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 5.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 2.0, 0.5, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 4.0, 0.5, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 5.0, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 6.0, 0.0, 0.4, 1.0 } [Just Smoke Small] vel_decay = 27.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.3 # Minimum life of each mote. life_max = 0.5 # Maximum life of each mote. scale_min = 0.6 # Minimum scale of each mote. scale_max = 0.75 # Maximum scale of each mote. scale_fire = 0.6 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 0.0 # Spherical radius of screen distortion warp.duration = 0.1 # Duration of screen warp. warp.intensity = 0.0 # Intensity of screen warp (affects how much image is displaced). warp.freq = 0.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.0 # Lifetime of a streak. streak.rate = 0.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.0 # Time during which streaks are emitted. streak.width = 0.0 # Width of each streak. streak.length = 0.0 # Max length of each streak. streak.vel = 0.0 # Initial outward velocity of each streak. streak.radius = 0.0 # Spherical radius in which streaks are emitted. streak.gravity = 0.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 0.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.0 # Lifetime of a spark. spark.rate = 0.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.0 # Time during which sparks are emitted. spark.scale = 0.0 # Scale of each spark particle. spark.vel_min = 0.0 # Minimum initial outward velocity of each spark. spark.vel_max = 9.0 # Maximum initial outward velocity of each spark. spark.radius = 0.0 # Spherical radius in which sparks are emitted. spark.gravity = 0.0 # Y-acceleration applied to each spark. spark.alpha = 0.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.0 # Magnitude of the screen shake. shake.cycle = 0.0 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.0 # Rotation magnitude of screen shake. shake.radius = 0.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 0.0 # Beginning damage radius. presence.radius_end = 0.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 0.0 # Damage applied to other entities. decal.type = None # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 1.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 0.5, 2.0, 0.0, 0.6, 1.0 } [Just Smoke Med] vel_decay = 8.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 22 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 2.0 # Minimum life of each mote. life_max = 3.0 # Maximum life of each mote. scale_min = 0.6 # Minimum scale of each mote. scale_max = 0.75 # Maximum scale of each mote. scale_fire = 0.6 # Scale of fire particles. scale_smoke = 1.0 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 9.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 0.0 # Spherical radius of screen distortion warp.duration = 0.1 # Duration of screen warp. warp.intensity = 0.0 # Intensity of screen warp (affects how much image is displaced). warp.freq = 0.0 # Procedural frequency of screen warp (higher animates faster). streak.life = 0.0 # Lifetime of a streak. streak.rate = 0.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.0 # Time during which streaks are emitted. streak.width = 0.0 # Width of each streak. streak.length = 0.0 # Max length of each streak. streak.vel = 0.0 # Initial outward velocity of each streak. streak.radius = 0.0 # Spherical radius in which streaks are emitted. streak.gravity = 0.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 0.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. spark.life = 0.0 # Lifetime of a spark. spark.rate = 0.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.0 # Time during which sparks are emitted. spark.scale = 0.0 # Scale of each spark particle. spark.vel_min = 0.0 # Minimum initial outward velocity of each spark. spark.vel_max = 9.0 # Maximum initial outward velocity of each spark. spark.radius = 0.0 # Spherical radius in which sparks are emitted. spark.gravity = 0.0 # Y-acceleration applied to each spark. spark.alpha = 0.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.0 # Magnitude of the screen shake. shake.cycle = 0.0 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.0 # Rotation magnitude of screen shake. shake.radius = 0.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 0.0 # Beginning damage radius. presence.radius_end = 0.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 0.0 # Damage applied to other entities. decal.type = None # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 1.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 3.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 0.8, 3.0, 0.0, 0.4, 0.0 } anim 1 = 1.0, { 0.0, 4.0, 0.0, 0.6, 0.0 } [Default Plasma] vel_decay = 10.0 emit_radius = 0.1 motes_min = 32 motes_max = 32 life_min = 0.5 life_max = 1.5 scale_min = 0.4 scale_max = 0.5 scale_fire = 1.1 scale_smoke = 1.4 vel_min = 2.0 vel_max = 10.0 #sound = mysound glare.life = 0.3 glare.scale = 5.0 glare.color = 255, 255, 255, 128 warp.type = Shockwave warp.radius = 1.0 warp.duration = 0.5 warp.intensity = 1.0 warp.freq = 1.0 streak.life = 0.2 streak.rate = 200.0 streak.emit_delay= 0.0 streak.emit_time= 0.1 streak.width = 0.05 streak.length = 2.0 streak.vel = 15.0 streak.radius = 0.2 streak.gravity = -9.8 streak.alpha = 2.0 spark.life = 0.1 spark.rate = 0.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.7 spark.vel_min = 6.0 spark.vel_max = 6.0 spark.radius = 1.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 1.0 presence.radius_end = 1.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 1.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 texture.fire = LensFlare01 texture.smoke = viperexplosion_smoke texture.streak = spark_single2 #texture.spark = spark_single2 texture.glare = LensFlare01 texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.03, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } [Default Fire Trail] vel_decay = 12.0 emit_radius = 0.0 motes_min = 50 motes_max = 60 life_min = 0.6 life_max = 1.3 scale_min = 0.4 scale_max = 0.5 scale_fire = 0.3 scale_smoke = 0.7 vel_min = 1.0 vel_max = 2.0 #sound = mysound glare.life = 0.0 glare.scale = 0.0 glare.color = 255, 255, 255, 0 #warp.type = Shockwave # Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 0.6 warp.duration = 0.5 warp.intensity = 0.3 warp.freq = 1.0 streak.life = 0.15 streak.rate = 40.0 streak.emit_delay= 0.0 streak.emit_time= 0.0 streak.width = 0.015 streak.length = 6.0 streak.vel = 7.5 streak.radius = 0.0 streak.gravity = -9.8 streak.alpha = 1.0 spark.life = 0.1 spark.rate = 0.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.7 spark.vel_min = 6.0 spark.vel_max = 6.0 spark.radius = 1.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 texture.fire = ExplosionFlash_Tan_64 texture.smoke = ExplosionFlash_Smoke_tan_64 texture.streak = spark_single2 #texture.spark = spark_single2 texture.glare = LensFlare01 texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 0.6, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.3, 0.4, 1.0 } anim 3 = 0.75, { 1.0, 3.0, 0.0, 0.4, 1.0 } anim 4 = 1.0, { 0.0, 3.5, 0.0, 0.4, 1.0 } [Bot Leap Trail] vel_decay = 12.0 emit_radius = 0.0 motes_min = 50 motes_max = 60 life_min = 0.6 life_max = 1.3 scale_min = 0.4 scale_max = 0.5 scale_fire = 0.3 scale_smoke = 0.7 vel_min = 1.0 vel_max = 2.0 #sound = mysound glare.life = 0.0 glare.scale = 0.0 glare.color = 255, 255, 255, 0 #warp.type = Shockwave # Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 0.6 warp.duration = 0.5 warp.intensity = 0.3 warp.freq = 1.0 streak.life = 0.15 streak.rate = 40.0 streak.emit_delay= 0.0 streak.emit_time= 0.0 streak.width = 0.015 streak.length = 6.0 streak.vel = 7.5 streak.radius = 0.0 streak.gravity = -9.8 streak.alpha = 1.0 spark.life = 0.1 spark.rate = 0.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.7 spark.vel_min = 6.0 spark.vel_max = 6.0 spark.radius = 1.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 texture.fire = ExplosionFlash_Tan_64 texture.smoke = ExplosionFlash_Smoke_tan_64 texture.streak = spark_single2 #texture.spark = spark_single2 texture.glare = LensFlare01 texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 0.6, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.3, 0.4, 1.0 } anim 3 = 0.75, { 1.0, 3.0, 0.0, 0.4, 1.0 } anim 4 = 1.0, { 0.0, 3.5, 0.0, 0.4, 1.0 } [Ring Trail] vel_decay = 12.0 emit_radius = 0.3 motes_min = 10 motes_max = 10 life_min = 0.5 life_max = 0.6 scale_min = 0.4 scale_max = 0.5 scale_fire = 1.0 scale_smoke = 2.0 vel_min = 1.0 vel_max = 2.0 #sound = mysound glare.life = 0.0 glare.scale = 0.0 glare.color = 255, 255, 255, 0 #warp.type = Shockwave # Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 0.6 warp.duration = 0.5 warp.intensity = 0.3 warp.freq = 1.0 streak.life = 0.0 streak.rate = 0.0 streak.emit_delay= 0.0 streak.emit_time= 0.0 streak.width = 0.015 streak.length = 6.0 streak.vel = 7.5 streak.radius = 0.0 streak.gravity = -9.8 streak.alpha = 1.0 spark.life = 0.1 spark.rate = 0.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.7 spark.vel_min = 6.0 spark.vel_max = 6.0 spark.radius = 1.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 1.0 presence.radius_end = 1.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 1.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 texture.fire = ExplosionFlash_Tan_64 texture.smoke = ExplosionFlash_Smoke_tan_64 texture.streak = spark_single2 #texture.spark = spark_single2 texture.glare = LensFlare01 texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 0.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.25, { 1.0, 2.5, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.0, 0.4, 0.4, 1.0 } anim 3 = 0.75, { 0.5, 2.5, 0.0, 0.4, 1.0 } anim 4 = 1.0, { 0.0, 3.0, 0.0, 0.4, 0.0 } ///// Below is Kirk's Mr. I effects test ///// [Default Sparks] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 0 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 0 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.0 # Minimum life of each mote. life_max = 0.0 # Maximum life of each mote. scale_min = 0.0 # Minimum scale of each mote. scale_max = 0.0 # Maximum scale of each mote. scale_fire = 0.0 # Scale of fire particles. scale_smoke = 0.0 # Scale of smoke particles. vel_min = 3.0 # Minimum outward start velocity of a mote. vel_max = 14.0 # Maximum outward start velocity of a mote. #sound = mysound # Streak parameters. streak.life = 0.15 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.2 # Time during which streaks are emitted. streak.width = 0.02 # Width of each streak. streak.length = 1.5 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 50.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.2 # Time during which sparks are emitted. spark.scale = 0.15 # Scale of each spark particle. spark.vel_min = 2.0 # Minimum initial outward velocity of each spark. spark.vel_max = 15.0 # Maximum initial outward velocity of each spark. spark.radius = 1.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } [Default Glare And Sparks] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 0 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 0 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.0 # Minimum life of each mote. life_max = 0.0 # Maximum life of each mote. scale_min = 0.0 # Minimum scale of each mote. scale_max = 0.0 # Maximum scale of each mote. scale_fire = 0.0 # Scale of fire particles. scale_smoke = 0.0 # Scale of smoke particles. vel_min = 3.0 # Minimum outward start velocity of a mote. vel_max = 14.0 # Maximum outward start velocity of a mote. #sound = mysound # Screen glare parameters. glare.life = 0.5 # Duration of the screen glare. glare.scale = 8.0 # Scale of the screen glare. glare.color = 255, 255, 255, 200 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 1.0 # Spherical radius of screen distortion warp.duration = 0.5 # Duration of screen warp. warp.intensity = 1.0 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.15 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.2 # Time during which streaks are emitted. streak.width = 0.02 # Width of each streak. streak.length = 1.5 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 50.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.2 # Time during which sparks are emitted. spark.scale = 0.15 # Scale of each spark particle. spark.vel_min = 2.0 # Minimum initial outward velocity of each spark. spark.vel_max = 15.0 # Maximum initial outward velocity of each spark. spark.radius = 1.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } [Just Sparks] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 0 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 0 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.0 # Minimum life of each mote. life_max = 0.0 # Maximum life of each mote. scale_min = 0.0 # Minimum scale of each mote. scale_max = 0.0 # Maximum scale of each mote. scale_fire = 0.0 # Scale of fire particles. scale_smoke = 0.0 # Scale of smoke particles. vel_min = 1.0 # Minimum outward start velocity of a mote. vel_max = 3.0 # Maximum outward start velocity of a mote. #sound = mysound # Streak parameters. streak.life = 0.0 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.2 # Time during which streaks are emitted. streak.width = 0.02 # Width of each streak. streak.length = 1.5 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 1.0 # Time during which sparks are emitted. spark.scale = 0.10 # Scale of each spark particle. spark.vel_min = 1.0 # Minimum initial outward velocity of each spark. spark.vel_max = 3.0 # Maximum initial outward velocity of each spark. spark.radius = 0.5 # Spherical radius in which sparks are emitted. spark.gravity = -5.0 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } ///// End Kirk's Mr. I effects test ///// ///// Bridge Explosion for OM01 ////// [OM01 Bridge Explosion] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 7.1 # Spherical radius in which motes are emitted. motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.6 # Minimum life of each mote. life_max = 1.3 # Maximum life of each mote. scale_min = 0.4 # Minimum scale of each mote. scale_max = 0.5 # Maximum scale of each mote. scale_fire = 9.0 # Scale of fire particles. scale_smoke = 8.5 # Scale of smoke particles. vel_min = 3.0 # Minimum outward start velocity of a mote. vel_max = 14.0 # Maximum outward start velocity of a mote. #sound = mysound # Screen glare parameters. glare.life = 0.5 # Duration of the screen glare. glare.scale = 8.0 # Scale of the screen glare. glare.color = 255, 255, 255, 200 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 4.0 # Spherical radius of screen distortion warp.duration = 0.5 # Duration of screen warp. warp.intensity = 1.0 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.15 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.2 # Time during which streaks are emitted. streak.width = 0.02 # Width of each streak. streak.length = 1.5 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 50.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.2 # Time during which sparks are emitted. spark.scale = 0.15 # Scale of each spark particle. spark.vel_min = 2.0 # Minimum initial outward velocity of each spark. spark.vel_max = 15.0 # Maximum initial outward velocity of each spark. spark.radius = 1.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } [OM01 Bridge Fire Trail] vel_decay = 12.0 emit_radius = 0.3 motes_min = 50 motes_max = 60 life_min = 0.6 life_max = 1.3 scale_min = 0.4 scale_max = 0.5 scale_fire = 1.1 scale_smoke = 1.1 vel_min = 1.0 vel_max = 2.0 #sound = mysound glare.life = 1.0 glare.scale = 4.0 glare.color = 255, 255, 255, 100 #warp.type = Shockwave # Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 0.6 warp.duration = 0.5 warp.intensity = 0.3 warp.freq = 1.0 streak.life = 0.15 streak.rate = 40.0 streak.emit_delay= 0.0 streak.emit_time= 0.0 streak.width = 0.015 streak.length = 6.0 streak.vel = 7.5 streak.radius = 0.0 streak.gravity = -9.8 streak.alpha = 1.0 spark.life = 0.1 spark.rate = 0.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.7 spark.vel_min = 6.0 spark.vel_max = 6.0 spark.radius = 1.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 texture.fire = ExplosionFlash_Tan_64 texture.smoke = ExplosionFlash_Smoke_tan_64 texture.streak = spark_single2 #texture.spark = spark_single2 texture.glare = LensFlare01 texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 0.6, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.3, 0.4, 1.0 } anim 3 = 0.75, { 1.0, 3.0, 0.0, 0.4, 1.0 } anim 4 = 1.0, { 0.0, 3.5, 0.0, 0.4, 1.0 } [Velocipod Explosion] vel_decay = 7.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 10 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 20 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.7 # Minimum life of each mote. life_max = 1.0 # Maximum life of each mote. scale_min = 2.0 # Minimum scale of each mote. scale_max = 4.0 # Maximum scale of each mote. scale_fire = 0.4 # Scale of fire particles. scale_smoke = 1.0 # Scale of smoke particles. vel_min = 13.0 # Minimum outward start velocity of a mote. vel_max = 34.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 12.0 # Spherical radius of screen distortion warp.duration = 0.7 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). streak.life = 0.35 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.15 # Time during which streaks are emitted. streak.width = 0.06 # Width of each streak. streak.length = 2.5 # Max length of each streak. streak.vel = 35.0 # Initial outward velocity of each streak. streak.radius = 3.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. spark.life = 0.55 # Lifetime of a spark. spark.rate = 150.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.2 # Time during which sparks are emitted. spark.scale = 0.15 # Scale of each spark particle. spark.vel_min = 2.0 # Minimum initial outward velocity of each spark. spark.vel_max = 15.0 # Maximum initial outward velocity of each spark. spark.radius = 3.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 0.0, 1.0, 0.0, 0.0 } anim 1 = 0.14, { 1.0, 2.0, 1.0, 0.0, 0.7 } anim 2 = 0.5, { 1.0, 2.5, 0.1, 0.4, 0.2 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 0.2 } [Spawn Fire Blast] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 5 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 8 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.6 # Minimum life of each mote. life_max = 1.0 # Maximum life of each mote. scale_min = 0.4 # Minimum scale of each mote. scale_max = 0.5 # Maximum scale of each mote. scale_fire = 0.4 # Scale of fire particles. scale_smoke = 1.0 # Scale of smoke particles. vel_min = 3.0 # Minimum outward start velocity of a mote. vel_max = 10.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color warp.type = None # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 0.0 # Spherical radius of screen distortion warp.duration = 0.0 # Duration of screen warp. warp.intensity = 0.0 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). streak.life = 0.15 # Lifetime of a streak. streak.rate = 100.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.1 # Time during which streaks are emitted. streak.width = 0.01 # Width of each streak. streak.length = 0.5 # Max length of each streak. streak.vel = 10.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. spark.life = 0.25 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.2 # Time during which sparks are emitted. spark.scale = 0.05 # Scale of each spark particle. spark.vel_min = 2.0 # Minimum initial outward velocity of each spark. spark.vel_max = 9.0 # Maximum initial outward velocity of each spark. spark.radius = 1.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.0 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 0.0 # Falloff radius of screen shake. presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 1.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.10, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } [omni_clawrang_hit] vel_decay = 12.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.9 # Spherical radius in which motes are emitted. motes_min = 52 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 52 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.9 # Minimum life of each mote. life_max = 1.3 # Maximum life of each mote. scale_min = 0.4 # Minimum scale of each mote. scale_max = 0.5 # Maximum scale of each mote. scale_fire = 0.7 # Scale of fire particles. scale_smoke = 1.6 # Scale of smoke particles. vel_min = 9.0 # Minimum outward start velocity of a mote. vel_max = 12.0 # Maximum outward start velocity of a mote. sound = omni_clawrang_explode # Play this sound on start (or continually for trail explosions). glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color warp.type = None # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer streak.life = 0.25 # Lifetime of a streak. streak.rate = 500.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.1 # Time during which streaks are emitted. streak.width = 0.015 # Width of each streak. streak.length = 1.5 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 3.0 # Spherical radius in which streaks are emitted. streak.gravity = -10.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 1.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. spark.life = 0.5 # Lifetime of a spark. spark.rate = 500.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.1 # Time during which sparks are emitted. spark.scale = 0.05 # Scale of each spark particle. spark.vel_min = 7.0 # Minimum initial outward velocity of each spark. spark.vel_max = 10.0 # Maximum initial outward velocity of each spark. spark.radius = 1.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.0 # Magnitude of the screen shake. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 0.0 # Damage applied to other entities. decal.type = None # The type of decal to render: None, Impact, Burn, or Plasma texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 0.5, 0.0, 1.0 } anim 1 = 0.08, { 1.0, 2.0, 0.5, 0.0, 1.0 } anim 2 = 0.4, { 1.0, 2.5, 0.0, 0.1, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.1, 1.0 } [omni_clawrang_hurt_trail] vel_decay = 12.0 emit_radius = 0.4 motes_min = 60 motes_max = 70 life_min = 0.6 life_max = 1.3 scale_min = 0.9 scale_max = 1.0 scale_fire = 0.8 scale_smoke = 1.0 vel_min = 1.0 vel_max = 2.0 #sound = mysound glare.life = 0.0 glare.scale = 0.0 warp.radius = 0.0 warp.duration = 0.0 warp.intensity = 0.0 streak.life = 0.15 streak.rate = 0.0 streak.emit_delay= 0.0 streak.emit_time= 0.0 streak.width = 0.015 streak.length = 6.0 streak.vel = 7.5 streak.radius = 0.0 streak.gravity = -9.8 streak.alpha = 1.0 spark.life = 0.7 spark.rate = 80.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.25 spark.vel_min = 1.0 spark.vel_max = 2.0 spark.radius = 0.2 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None texture.fire = ExplosionFlash_Tan_64 texture.smoke = ExplosionFlash_Smoke_tan_64 texture.streak = spark_single2 texture.spark = spark_single2 # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 0.6, 0.0, 0.5 } anim 1 = 0.18, { 1.0, 2.0, 0.3, 1.0, 0.5 } anim 2 = 0.5, { 1.0, 2.5, 0.1, 2.4, 0.5 } anim 3 = 0.75, { 1.0, 3.5, 0.0, 2.4, 0.5 } anim 4 = 1.0, { 0.0, 4.5, 0.0, 2.4, 0.5 } [Omnidroid Bolt Impact] vel_decay = 8.0 emit_radius = 0.1 motes_min = 32 motes_max = 32 life_min = 0.5 life_max = 1.5 scale_min = 0.4 scale_max = 0.5 scale_fire = 0.7 scale_smoke = 0.9 vel_min = 2.0 vel_max = 8.0 #sound = mysound glare.life = 0.0 glare.scale = 5.0 glare.color = 255, 255, 255, 128 warp.type = None warp.radius = 1.0 warp.duration = 0.5 warp.intensity = 1.0 warp.freq = 1.0 streak.life = 0.15 streak.rate = 200.0 streak.emit_delay= 0.0 streak.emit_time= 0.1 streak.width = 0.04 streak.length = 1.0 streak.vel = 15.0 streak.radius = 0.2 streak.gravity = -9.8 streak.alpha = 1.0 spark.life = 0.1 spark.rate = 0.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.7 spark.vel_min = 6.0 spark.vel_max = 6.0 spark.radius = 1.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 presence.delay = 0.05 presence.life = 0.1 presence.knockback = 20.0 presence.radius_begin = 0.0 presence.radius_end = 0.6 presence.damage_player = 8.0 presence.damage_npc = 0.0 presence.damage_other = 8.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 texture.fire = omni_beam_flare texture.smoke = omni_plasma_smoke texture.streak = omni_beam_flare texture.spark = omni_beam_flare #texture.glare = LensFlare01 #texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.03, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.2, 0.7 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.2, 0.0 } [Omnidroid Head Hit Top] vel_decay = 8.0 emit_radius = 0.1 motes_min = 0 motes_max = 0 life_min = 0.5 life_max = 1.5 scale_min = 0.4 scale_max = 0.5 scale_fire = 0.7 scale_smoke = 0.9 vel_min = 2.0 vel_max = 8.0 #sound = mysound glare.life = 0.0 glare.scale = 5.0 glare.color = 255, 255, 255, 128 warp.type = None warp.radius = 1.0 warp.duration = 0.5 warp.intensity = 1.0 warp.freq = 1.0 streak.life = 0.25 streak.rate = 200.0 streak.emit_delay= 0.0 streak.emit_time= 0.1 streak.width = 0.07 streak.length = 1.5 streak.vel = 15.0 streak.radius = 0.5 streak.gravity = -9.8 streak.alpha = 1.0 spark.life = 0.5 spark.rate = 100.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.1 spark.vel_min = 6.0 spark.vel_max = 6.0 spark.radius = 1.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 texture.fire = omni_beam_flare texture.smoke = omni_plasma_smoke texture.streak = omni_beam_flare texture.spark = omni_beam_flare #texture.glare = LensFlare01 #texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.03, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.2, 0.7 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.2, 0.0 } [Omnidroid Head Hit Bottom] vel_decay = 8.0 emit_radius = 0.1 motes_min = 0 motes_max = 0 life_min = 0.5 life_max = 1.5 scale_min = 0.4 scale_max = 0.5 scale_fire = 0.7 scale_smoke = 0.9 vel_min = 2.0 vel_max = 8.0 #sound = mysound glare.life = 0.0 glare.scale = 5.0 glare.color = 255, 255, 255, 128 warp.type = None warp.radius = 1.0 warp.duration = 0.5 warp.intensity = 1.0 warp.freq = 1.0 streak.life = 0.15 streak.rate = 200.0 streak.emit_delay= 0.0 streak.emit_time= 0.1 streak.width = 0.05 streak.length = 1.5 streak.vel = 20.0 streak.radius = 0.5 streak.gravity = -9.8 streak.alpha = 1.0 spark.life = 0.4 spark.rate = 400.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.1 spark.vel_min = 6.0 spark.vel_max = 8.0 spark.radius = 0.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 texture.fire = omni_beam_flare texture.smoke = omni_plasma_smoke texture.streak = omni_beam_flare texture.spark = omni_beam_flare #texture.glare = LensFlare01 #texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.03, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.2, 0.7 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.2, 0.0 } [Water Mine Blast] vel_decay = 12.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 22 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.5 # Minimum life of each mote. life_max = 0.9 # Maximum life of each mote. scale_min = 0.5 # Minimum scale of each mote. scale_max = 0.6 # Maximum scale of each mote. scale_fire = 0.6 # Scale of fire particles. scale_smoke = 0.9 # Scale of smoke particles. vel_min = 6.5 # Minimum outward start velocity of a mote. vel_max = 23.0 # Maximum outward start velocity of a mote. sound = water_mine_explode # Play this sound on start (or continually for trail explosions). glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 3.0 # Spherical radius of screen distortion warp.duration = 0.4 # Duration of screen warp. warp.intensity = 2.0 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.15 # Time during which streaks are emitted. streak.width = 0.015 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 21.5 # Initial outward velocity of each streak. streak.radius = 1.1 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. spark.life = 0.5 # Lifetime of a spark. spark.rate = 300.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.15 # Time during which sparks are emitted. spark.scale = 0.05 # Scale of each spark particle. spark.vel_min = 7.0 # Minimum initial outward velocity of each spark. spark.vel_max = 14.0 # Maximum initial outward velocity of each spark. spark.radius = 1.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. shake.time = 0.75 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.3 # Magnitude of the screen shake. shake.cycle = 0.04 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 1.2 # Rotation magnitude of screen shake. shake.radius = 8.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.5, 1.0, 0.0, 0.5 } anim 1 = 0.18, { 1.0, 3.0, 1.0, 0.0, 0.5 } anim 2 = 0.5, { 1.0, 3.75, 0.6, 0.4, 0.5 } anim 3 = 1.0, { 0.0, 4.5, 0.0, 0.4, 0.5 } [Seeker Bot Explosion] vel_decay = 15.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 22 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 22 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.6 # Minimum life of each mote. life_max = 1.3 # Maximum life of each mote. scale_min = 0.4 # Minimum scale of each mote. scale_max = 0.5 # Maximum scale of each mote. scale_fire = 0.5 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 7.0 # Minimum outward start velocity of a mote. vel_max = 14.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 2.0 # Spherical radius of screen distortion warp.duration = 0.6 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). streak.life = 0.2 # Lifetime of a streak. streak.rate = 150.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.15 # Time during which streaks are emitted. streak.width = 0.015 # Width of each streak. streak.length = 1.0 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. spark.life = 0.4 # Lifetime of a spark. spark.rate = 70.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.15 # Time during which sparks are emitted. spark.scale = 0.05 # Scale of each spark particle. spark.vel_min = 2.0 # Minimum initial outward velocity of each spark. spark.vel_max = 12.0 # Maximum initial outward velocity of each spark. spark.radius = 1.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 3.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } [Seeker Bot Fire Trail] vel_decay = 12.0 emit_radius = 0.0 motes_min = 140 motes_max = 150 life_min = 0.4 life_max = 0.5 scale_min = 0.4 scale_max = 0.5 scale_fire = 0.15 scale_smoke = 0.25 vel_min = 0.5 vel_max = 1.0 glare.life = 0.0 glare.scale = 0.0 glare.color = 255, 255, 255, 0 spark.life = 0.1 spark.rate = 0.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.7 spark.vel_min = 6.0 spark.vel_max = 6.0 spark.radius = 1.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 texture.fire = ExplosionFlash_Tan_64 texture.smoke = ExplosionFlash_Smoke_tan_64 texture.streak = spark_single2 #texture.spark = spark_single2 texture.glare = LensFlare01 texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 0.8 } anim 1 = 0.18, { 1.0, 2.0, 0.6, 0.0, 0.8 } anim 2 = 0.5, { 1.0, 2.5, 0.3, 0.4, 0.8 } anim 3 = 0.75, { 0.5, 3.0, 0.0, 0.4, 0.8 } anim 4 = 1.0, { 0.0, 3.5, 0.0, 0.4, 0.8 } [Driller Sparks] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.2 # Spherical radius in which motes are emitted. motes_min = 0 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 0 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.0 # Minimum life of each mote. life_max = 0.0 # Maximum life of each mote. scale_min = 0.0 # Minimum scale of each mote. scale_max = 0.0 # Maximum scale of each mote. scale_fire = 0.0 # Scale of fire particles. scale_smoke = 0.0 # Scale of smoke particles. vel_min = 3.0 # Minimum outward start velocity of a mote. vel_max = 14.0 # Maximum outward start velocity of a mote. #sound = mysound # Streak parameters. streak.life = 0.15 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.2 # Time during which streaks are emitted. streak.width = 0.02 # Width of each streak. streak.length = 1.5 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.50 # Lifetime of a spark. spark.rate = 180.0 # Number of sparks to emit per second. spark.emit_delay= 0.3 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.50 # Time during which sparks are emitted. spark.scale = 0.08 # Scale of each spark particle. spark.vel_min = 0.5 # Minimum initial outward velocity of each spark. spark.vel_max = 4.0 # Maximum initial outward velocity of each spark. spark.radius = 0.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 # Textures. These textures must exist in the scene for the explosion to work properly. # texture.fire = ExplosionFlash_Tan_64 # Fire texture id. # texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. # texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. # texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. # texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } [Driller Sparks2] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 0 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 0 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.0 # Minimum life of each mote. life_max = 0.0 # Maximum life of each mote. scale_min = 0.0 # Minimum scale of each mote. scale_max = 0.0 # Maximum scale of each mote. scale_fire = 0.0 # Scale of fire particles. scale_smoke = 0.0 # Scale of smoke particles. vel_min = 3.0 # Minimum outward start velocity of a mote. vel_max = 14.0 # Maximum outward start velocity of a mote. #sound = mysound # Streak parameters. streak.life = 0.15 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay= 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time= 0.2 # Time during which streaks are emitted. streak.width = 0.02 # Width of each streak. streak.length = 1.5 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.40 # Lifetime of a spark. spark.rate = 90.0 # Number of sparks to emit per second. spark.emit_delay= 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.6 # Time during which sparks are emitted. spark.scale = 0.05 # Scale of each spark particle. spark.vel_min = 0.5 # Minimum initial outward velocity of each spark. spark.vel_max = 2.0 # Maximum initial outward velocity of each spark. spark.radius = 0.1 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 # Textures. These textures must exist in the scene for the explosion to work properly. # texture.fire = ExplosionFlash_Tan_64 # Fire texture id. # texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. # texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. # texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. # texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } ##### Enemies ##### [Robot Explosion Small] vel_decay = 27.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 1.0 # Minimum life of each mote. life_max = 1.0 # Maximum life of each mote. scale_min = 0.5 # Minimum scale of each mote. scale_max = 0.5 # Maximum scale of each mote. scale_fire = 1.0 # Scale of fire particles. scale_smoke = 1.1 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 3.0 # Spherical radius of screen distortion warp.duration = 0.9 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.3 # Time during which streaks are emitted. streak.width = 0.03 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 22.5 # Initial outward velocity of each streak. streak.radius = 1.5 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.3 # Time during which sparks are emitted. spark.scale = 0.075 # Scale of each spark particle. spark.vel_min = 3.0 # Minimum initial outward velocity of each spark. spark.vel_max = 18.0 # Maximum initial outward velocity of each spark. spark.radius = 1.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.5, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 3.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.75, 0.2, 0.4, 0.6 } anim 3 = 0.6, { 0.0, 3.0, 0.0, 1.0, 0.2 } [Robot Explosion Med] vel_decay = 16.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 1.4 # Spherical radius in which motes are emitted. motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 1.0 # Minimum life of each mote. life_max = 1.0 # Maximum life of each mote. scale_min = 1.0 # Minimum scale of each mote. scale_max = 1.0 # Maximum scale of each mote. scale_fire = 1.0 # Scale of fire particles. scale_smoke = 1.1 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 16.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 3.0 # Spherical radius of screen distortion warp.duration = 0.9 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.3 # Time during which streaks are emitted. streak.width = 0.03 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 22.5 # Initial outward velocity of each streak. streak.radius = 1.5 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.3 # Time during which sparks are emitted. spark.scale = 0.075 # Scale of each spark particle. spark.vel_min = 3.0 # Minimum initial outward velocity of each spark. spark.vel_max = 18.0 # Maximum initial outward velocity of each spark. spark.radius = 1.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.5, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 3.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.75, 0.2, 0.4, 0.6 } anim 3 = 0.6, { 0.0, 3.0, 0.0, 1.0, 0.2 } [Robot Explosion Lrg] vel_decay = 27.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 1.0 # Minimum life of each mote. life_max = 1.0 # Maximum life of each mote. scale_min = 2.0 # Minimum scale of each mote. scale_max = 2.0 # Maximum scale of each mote. scale_fire = 1.0 # Scale of fire particles. scale_smoke = 1.1 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 3.0 # Spherical radius of screen distortion warp.duration = 0.9 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.3 # Time during which streaks are emitted. streak.width = 0.03 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 22.5 # Initial outward velocity of each streak. streak.radius = 1.5 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.3 # Time during which sparks are emitted. spark.scale = 0.075 # Scale of each spark particle. spark.vel_min = 3.0 # Minimum initial outward velocity of each spark. spark.vel_max = 18.0 # Maximum initial outward velocity of each spark. spark.radius = 1.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 1.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.5, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 3.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.75, 0.2, 0.4, 0.6 } anim 3 = 0.6, { 0.0, 3.0, 0.0, 1.0, 0.2 } [Robot Sparks Small] vel_decay = 18.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.1 # Spherical radius in which motes are emitted. motes_min = 0 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 0 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.0 # Minimum life of each mote. life_max = 0.0 # Maximum life of each mote. scale_min = 0.0 # Minimum scale of each mote. scale_max = 0.0 # Maximum scale of each mote. scale_fire = 0.0 # Scale of fire particles. scale_smoke = 0.0 # Scale of smoke particles. vel_min = 1.0 # Minimum outward start velocity of a mote. vel_max = 2.0 # Maximum outward start velocity of a mote. #sound = mysound # Streak parameters. streak.life = 0.0 # Lifetime of a streak. streak.rate = 0.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.1 # Time during which streaks are emitted. streak.width = 0.02 # Width of each streak. streak.length = 1.5 # Max length of each streak. streak.vel = 15.0 # Initial outward velocity of each streak. streak.radius = 1.0 # Spherical radius in which streaks are emitted. streak.gravity = -30.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.1 # Time during which sparks are emitted. spark.scale = 0.10 # Scale of each spark particle. spark.vel_min = 1.0 # Minimum initial outward velocity of each spark. spark.vel_max = 2.0 # Maximum initial outward velocity of each spark. spark.radius = 0.25 # Spherical radius in which sparks are emitted. spark.gravity = -5.0 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 2.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 2.5, 0.2, 0.4, 1.0 } anim 3 = 1.0, { 0.0, 3.0, 0.0, 0.4, 1.0 } [Scientist Death Smoke] vel_decay = 27.0 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 32 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 32 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 0.5 # Minimum life of each mote. life_max = 1.0 # Maximum life of each mote. scale_min = 0.6 # Minimum scale of each mote. scale_max = 0.75 # Maximum scale of each mote. scale_fire = 0.6 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 0.0 # Spherical radius of screen distortion warp.duration = 0.1 # Duration of screen warp. warp.intensity = 0.0 # Intensity of screen warp (affects how much image is displaced). warp.freq = 0.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.0 # Lifetime of a streak. streak.rate = 0.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.0 # Time during which streaks are emitted. streak.width = 0.0 # Width of each streak. streak.length = 0.0 # Max length of each streak. streak.vel = 0.0 # Initial outward velocity of each streak. streak.radius = 0.0 # Spherical radius in which streaks are emitted. streak.gravity = 0.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 0.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.0 # Lifetime of a spark. spark.rate = 0.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.0 # Time during which sparks are emitted. spark.scale = 0.0 # Scale of each spark particle. spark.vel_min = 0.0 # Minimum initial outward velocity of each spark. spark.vel_max = 9.0 # Maximum initial outward velocity of each spark. spark.radius = 0.0 # Spherical radius in which sparks are emitted. spark.gravity = 0.0 # Y-acceleration applied to each spark. spark.alpha = 0.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.0 # Magnitude of the screen shake. shake.cycle = 0.0 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.0 # Rotation magnitude of screen shake. shake.radius = 0.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 0.0 # Beginning damage radius. presence.radius_end = 0.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 0.0 # Damage applied to other entities. decal.type = None # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 1.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Scientist # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 0.5, 2.0, 0.0, 0.6, 1.0 } [Snow Blob Trail] vel_decay = 12.0 emit_radius = 0.3 motes_min = 20 motes_max = 20 life_min = 0.6 life_max = 1.3 scale_min = 0.4 scale_max = 0.5 scale_fire = 1.1 scale_smoke = 1.1 vel_min = 1.0 vel_max = 2.0 #sound = mysound glare.life = 1.0 glare.scale = 4.0 glare.color = 255, 255, 255, 100 #warp.type = Shockwave # Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 0.6 warp.duration = 0.5 warp.intensity = 0.3 warp.freq = 1.0 streak.life = 0.15 streak.rate = 40.0 streak.emit_delay= 0.0 streak.emit_time= 0.0 streak.width = 0.015 streak.length = 6.0 streak.vel = 7.5 streak.radius = 0.0 streak.gravity = -9.8 streak.alpha = 1.0 spark.life = 0.1 spark.rate = 0.0 spark.emit_delay= 0.0 spark.emit_time = 0.0 spark.scale = 0.7 spark.vel_min = 6.0 spark.vel_max = 6.0 spark.radius = 1.0 spark.gravity = -9.8 spark.alpha = 2.0 shake.time = 0.0 shake.mag = 0.0 shake.cycle = 0.05 shake.rot_mag = 0.2 shake.radius = 7.0 presence.delay = 0.0 presence.life = 0.0 presence.knockback = 0.0 presence.radius_begin = 0.0 presence.radius_end = 0.0 presence.damage_player = 0.0 presence.damage_npc = 0.0 presence.damage_other = 0.0 decal.type = None decal.radius = 1.0 decal.life = 5.0 decal.width = 0.5 decal.max_dist = 2.0 texture.fire = ExplosionFlash_Tan_64 texture.smoke = vfx_snow_blob_smoke #texture.streak = spark_single2 #texture.spark = spark_single2 #texture.glare = LensFlare01 #texture.decal = WallCrackDecal # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.0, 1.0, 0.0, 0.0 } anim 1 = 0.18, { 1.0, 2.0, 0.6, 0.0, 0.0 } anim 2 = 0.5, { 1.0, 2.5, 0.3, 0.4, 0.0 } anim 3 = 0.75, { 1.0, 3.0, 0.0, 0.4, 0.0 } anim 4 = 1.0, { 0.0, 3.5, 0.0, 0.4, 0.0 } [Gen Smoke Small] vel_decay = 27 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 3 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 3 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 1.5 # Minimum life of each mote. life_max = 2.0 # Maximum life of each mote. scale_min = 0.5 # Minimum scale of each mote. 0.6 scale_max = 0.75 # Maximum scale of each mote. 0.75 scale_fire = 1.0 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. #sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. #warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer #warp.radius = 3.0 # Spherical radius of screen distortion #warp.duration = 0.9 # Duration of screen warp. #warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). #warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.3 # Time during which streaks are emitted. streak.width = 0.03 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 22.5 # Initial outward velocity of each streak. streak.radius = 1.5 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.3 # Time during which sparks are emitted. spark.scale = 0.075 # Scale of each spark particle. spark.vel_min = 3.0 # Minimum initial outward velocity of each spark. spark.vel_max = 18.0 # Maximum initial outward velocity of each spark. spark.radius = 1.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Smoke_tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. #texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. #texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. #texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. #texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 0.25, 1.5, 1.0, 0.0, 0.0 } anim 1 = 0.18, { 0.25, 3.0, 1.0, 0.0, 0.0 } anim 2 = 0.5, { 0.25, 3.75, 0.2, 0.4, 0.0 } anim 3 = 0.6, { 0.0, 4.0, 0.0, 0.4, 0.0 } [Gen Explosion Small] vel_decay = 27 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 4 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 4 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 1.5 # Minimum life of each mote. life_max = 2.0 # Maximum life of each mote. scale_min = 1.25 # Minimum scale of each mote. 0.6 scale_max = 1.5 # Maximum scale of each mote. 0.75 scale_fire = 1.0 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. #sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. #warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer #warp.radius = 3.0 # Spherical radius of screen distortion #warp.duration = 0.9 # Duration of screen warp. #warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). #warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.3 # Time during which streaks are emitted. streak.width = 0.03 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 22.5 # Initial outward velocity of each streak. streak.radius = 1.5 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.3 # Time during which sparks are emitted. spark.scale = 0.075 # Scale of each spark particle. spark.vel_min = 3.0 # Minimum initial outward velocity of each spark. spark.vel_max = 18.0 # Maximum initial outward velocity of each spark. spark.radius = 1.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.5, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 3.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 3.75, 0.2, 0.4, 1.0 } anim 3 = 0.6, { 0.0, 4.0, 0.0, 0.4, 1.0 } [Gen Explosion Large] vel_decay = 27 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 6 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 6 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 1.5 # Minimum life of each mote. life_max = 2.0 # Maximum life of each mote. scale_min = 2.5 # Minimum scale of each mote. 0.6 scale_max = 3.0 # Maximum scale of each mote. 0.75 scale_fire = 1.0 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. #sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. #warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer #warp.radius = 3.0 # Spherical radius of screen distortion #warp.duration = 0.9 # Duration of screen warp. #warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). #warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.3 # Time during which streaks are emitted. streak.width = 0.03 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 22.5 # Initial outward velocity of each streak. streak.radius = 1.5 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.3 # Time during which sparks are emitted. spark.scale = 0.075 # Scale of each spark particle. spark.vel_min = 3.0 # Minimum initial outward velocity of each spark. spark.vel_max = 18.0 # Maximum initial outward velocity of each spark. spark.radius = 1.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.5, 1.0, 0.0, 1.0 } anim 1 = 0.18, { 1.0, 3.0, 1.0, 0.0, 1.0 } anim 2 = 0.5, { 1.0, 3.75, 0.2, 0.4, 1.0 } anim 3 = 0.6, { 0.0, 4.0, 0.0, 0.4, 1.0 } [Gen Explosion Humongous] vel_decay = 27 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 6 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 6 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 3.0 # Minimum life of each mote. life_max = 3.0 # Maximum life of each mote. scale_min = 8.0 # Minimum scale of each mote. 0.6 scale_max = 8.0 # Maximum scale of each mote. 0.75 scale_fire = 1.0 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. #sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Shockwave # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 10.0 # Spherical radius of screen distortion warp.duration = 0.9 # Duration of screen warp. warp.intensity = 0.5 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.3 # Time during which streaks are emitted. streak.width = 0.03 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 22.5 # Initial outward velocity of each streak. streak.radius = 1.5 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.3 # Time during which sparks are emitted. spark.scale = 0.3 # Scale of each spark particle. spark.vel_min = 3.0 # Minimum initial outward velocity of each spark. spark.vel_max = 18.0 # Maximum initial outward velocity of each spark. spark.radius = 6.0 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.5, 1.0, 0.0, 1.0 } anim 1 = 0.01, { 1.0, 3.0, 1.0, 0.0, 1.0 } anim 2 = 0.3, { 1.0, 3.75, 0.2, 0.4, 1.0 } anim 3 = 0.8, { 0.0, 4.0, 0.0, 0.4, 1.0 } [Underwater Explosion Large] vel_decay = 27 # Velocity decay factor. The greater this is, the faster motes stop. emit_radius = 0.15 # Spherical radius in which motes are emitted. motes_min = 6 # Minimum number of motes to emit. For trails, this is an emit rate. motes_max = 6 # Maximum number of motes to emit. For trails, this is an emit rate. life_min = 3.0 # Minimum life of each mote. life_max = 3.0 # Maximum life of each mote. scale_min = 5.0 # Minimum scale of each mote. 0.6 scale_max = 5.0 # Maximum scale of each mote. 0.75 scale_fire = 1.0 # Scale of fire particles. scale_smoke = 1.4 # Scale of smoke particles. vel_min = 4.5 # Minimum outward start velocity of a mote. vel_max = 21.0 # Maximum outward start velocity of a mote. #sound = explo_small01 # Play this sound on start (or continually for trail explosions). # Screen glare parameters. glare.life = 0.0 # Duration of the screen glare. glare.scale = 0.0 # Scale of the screen glare. glare.color = 255, 255, 255, 0 # Screen glare color # Screen warp parameters. warp.type = Warble # Distortion type. Currently supported: Warble, Lens, Ripple, Shockwave, Heat Shimmer warp.radius = 7.5 # Spherical radius of screen distortion warp.duration = 3.0 # Duration of screen warp. warp.intensity = 1.0 # Intensity of screen warp (affects how much image is displaced). warp.freq = 1.0 # Procedural frequency of screen warp (higher animates faster). # Streak parameters. streak.life = 0.225 # Lifetime of a streak. streak.rate = 200.0 # Number of streaks to emit per second. streak.emit_delay = 0.0 # Delay before emitting streaks. Unused for trail explosions. streak.emit_time = 0.3 # Time during which streaks are emitted. streak.width = 0.03 # Width of each streak. streak.length = 2.25 # Max length of each streak. streak.vel = 22.5 # Initial outward velocity of each streak. streak.radius = 1.5 # Spherical radius in which streaks are emitted. streak.gravity = -45.0 # Y-acceleration applied to each streak (negative for gravitation). streak.alpha = 2.0 # Alpha of each streak. 1 is full alpha. >1 causes streak to stay solid for longer. # Spark parameters. spark.life = 0.75 # Lifetime of a spark. spark.rate = 100.0 # Number of sparks to emit per second. spark.emit_delay = 0.0 # Delay before emitting sparks. Unused for trail explosions. spark.emit_time = 0.3 # Time during which sparks are emitted. spark.scale = 0.075 # Scale of each spark particle. spark.vel_min = 3.0 # Minimum initial outward velocity of each spark. spark.vel_max = 18.0 # Maximum initial outward velocity of each spark. spark.radius = 1.5 # Spherical radius in which sparks are emitted. spark.gravity = -9.8 # Y-acceleration applied to each spark. spark.alpha = 2.0 # Alpha of each spark. 1 is full alpha. >1 causes streak to stay solid for longer. # Screen shake parameters. shake.time = 0.0 # Duration of the screen shake. Set to 0 to disable screen shake. shake.mag = 0.2 # Magnitude of the screen shake. shake.cycle = 0.05 # Cycle time (inverse frequency) of screen shake. shake.rot_mag = 0.2 # Rotation magnitude of screen shake. shake.radius = 10.0 # Falloff radius of screen shake. presence.delay = 0.0 # Delay before damage becomes active. presence.life = 0.0 # Life-time of the damage volume. presence.knockback = 0.0 # Knockback applied to entities. presence.radius_begin = 1.0 # Beginning damage radius. presence.radius_end = 1.0 # End damage radius. presence.damage_player = 0.0 # Damage applied to player. presence.damage_npc = 0.0 # Damage applied to NPCs. presence.damage_other = 1.0 # Damage applied to other entities. decal.type = Burn # The type of decal to render: None, Impact, Burn, or Plasma decal.radius = 2.0 # The radius of the decal emitter sphere. decal.life = 5.0 # The life time of the decal. decal.width = 0.5 # The width of the decal. decal.max_dist = 2.0 # Maximum distance at which to cast the decal. This should be a little greater than radius. # Textures. These textures must exist in the scene for the explosion to work properly. texture.fire = ExplosionFlash_Tan_64 # Fire texture id. texture.smoke = ExplosionFlash_Smoke_tan_64 # Smoke texture id. texture.streak = spark_single2 # Streak texture id. Remove to disable streaks. texture.spark = spark_single2 # Spark texture id. Remove to disable sparks. texture.glare = LensFlare01 # Screen glare texture id. Remove to disable glare. texture.decal = WallCrackDecal # Decal texture id. Remove to decals. # Animation key frames. Each value specifies the alpha, scale, heat, and rise # of a mote during a particular time in its life, represented as a fraction of # its total life. Time values (t) should be sorted, from 0 to 1. The values # for each time are linearly interpolated between key frames. alpha and scale # are multipliers on the base mote alpha and scale. heat controls the blend # between fire and smoke (0 all smoke, 1 all fire). rise specifies an # additional upward velocity applied to the mote. # Animation t alpha scale heat rise glow anim 0 = 0.0, { 1.0, 1.5, 1.0, 0.0, 0.1 } anim 1 = 0.18, { 1.0, 3.0, 1.0, 0.0, 0.1 } anim 2 = 0.5, { 1.0, 3.75, 0.2, 0.4, 0.1 } anim 3 = 0.6, { 0.0, 4.0, 0.0, 0.4, 0.1 }