effect effects/player/spawn_edf_simple { size 129 cutOffDistance 400 emitter "Up Rings" { duration 1,1 count 5,5 oriented { duration 1,2 material "textures/effects/ring" trailRepeat 1 start { size { point 0,0 } tint { line 0.121569,0.121569,0.121569,0.215686,0.215686,0.215686 } rotate { box -0.00833333,-0.00833333,0,0.00833333,0.00833333,0 } } motion { size { envelope jrad_spawnringsup count 0.78,0.78 } tint { envelope linear } offset { envelope jrad_concavefade } } end { size { point 40,40 } offset { line 64,0,0,72,0,0 } } lineHit } } delay "delay" { duration 4,4 } } effect effects/player/spawn_strogg_simple { size 129 cutOffDistance 400 emitter "Up Rings" { duration 1,1 count 5,5 oriented { duration 1,2 material "textures/effects/ring" trailRepeat 1 start { size { point 0,0 } tint { line 0.188235,0.054902,0.054902,0.309804,0.117647,0.0588235 } rotate { box -0.00833333,-0.00833333,0,0.00833333,0.00833333,0 } } motion { size { envelope jrad_spawnringsup count 0.78,0.78 } tint { envelope linear } offset { envelope jrad_concavefade } } end { size { point 40,40 } offset { line 64,0,0,72,0,0 } } lineHit } } delay "delay" { duration 4,4 } }effect effects/crashland_strogg_simple { size 213 cutOffDistance 2000 spawner "dirt puff" { count 1,1 attenuateEmitter attenuation 500,1500 sprite { duration 0.2,0.2 blend add persist material "particles/dustcloud_02_litsmoke" trailRepeat 1 start { velocity { point 5,5,5 } size { point 50,50 } tint { point 0.501961,0.501961,0.501961 } fade { point 0.7 } } motion { size { envelope jrad_convexfade } tint { envelope jrad_concavefade } fade { envelope jrad_concavefade } } end { size { point 70,70 } tint { point 0.752941,0.752941,0.752941 } } lineHit } } emitter "core" { duration 1,1 count 1,1 locked sprite { duration 0.1,0.1 material "textures/particles/sparks/sparkflash03b" trailRepeat 1 start { velocity { point 0,0,5 } size { point 100,100 } tint { point 0.8,0.423529,0.0823529 } } motion { size { envelope linear } tint { envelope linear } } end { size { point 150,150 } } lineHit } } sound "Debris Sound" { start 0.3,0.3 soundShader "sounds/weapons/impacts/debris_small" freqshift 0.7,0.7 } }