' avh particle systems start pSystemName ShotgunSmoke ' Max number of particles pNumParticles = 1 ' size pSize = 20 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 10 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 3 ' Particle sprite pSprite = sprites/lightsmoke.spr ' particle max alpha pMaxAlpha = .6 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (fade in, fade out) pSpawnFlags = 12 ' system lifetime pSystemLifetime = .1 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -2,-2,0,2,2,10,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle lifetime pLifetime = 1.0 ' Gen rate pGenRate = 40 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Point ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName WelderLightSmoke ' Max number of particles pNumParticles = 1 ' size pSize = 8 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 11 ' Particle base color pBaseColor = .2 .2 .2 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 3 ' Particle sprite pSprite = sprites/weldsmoke.spr ' system lifetime pSystemLifetime = .1 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -5,-5,5,5,5,40,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle max alpha particleMaxAlpha = .2 ' particle lifetime pLifetime = .5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' Gen rate pGenRate = 40 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -2,-2,-2,2,2,2,0,0 end start pSystemName WelderHeavySmoke ' Max number of particles pNumParticles = 1 ' size pSize = 8 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 16 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .8 ' Particle sprite pSprite = sprites/steam1.spr ' system lifetime pSystemLifetime = .1 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -8,-8,5,8,8,40,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle max alpha particleMaxAlpha = .2 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' particle lifetime pLifetime = .8 ' Gen rate pGenRate = 40 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Point ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end ' This plasma just stays still to give that hot blue magma look start pSystemName WelderBluePlasma ' Max number of particles pNumParticles = 1 ' size pSize = 8 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 11 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .5 ' Particle sprite pSprite = sprites/xspark1.spr ' system lifetime pSystemLifetime = .5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = 0,0,0,0,0,0,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' particle lifetime pLifetime = 1 ' Gen rate pGenRate = 40 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -2,-2,-2,2,2,2,0,0 end start pSystemName WelderBluePlasmaDrops ' Max number of particles pNumParticles = 4 ' size pSize = 6 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 1 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .5 ' Particle sprite pSprite = sprites/welddrip.spr ' system lifetime pSystemLifetime = .5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -20,-20,0,20,20,-10,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 24 ' particle lifetime pLifetime = 1 ' Gen rate pGenRate = 40 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Point ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName HeavyMGSmoke ' Max number of particles pNumParticles = 1 ' size pSize = 20 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 10 ' Particle base color pBaseColor = .5 .5 .5 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 1 ' Particle sprite pSprite = sprites/lightsmoke.spr ' particle max alpha particleMaxAlpha = .4 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (fade in, fade out) pSpawnFlags = 12 ' system lifetime pSystemLifetime = .1 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -2,-2,0,2,2,3,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle lifetime pLifetime = .5 ' Gen rate pGenRate = 40 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Point ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName TeleportEffect ' Max number of particles pNumParticles = 60 ' size pSize = 14 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 1 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .25 ' Particle sprite pSprite = sprites/nsteleport.spr ' system lifetime pSystemLifetime = .5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = 0,0,150,0,0,-150,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" '128: "constrain pitch" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' particle lifetime pLifetime = 1 ' Gen rate pGenRate = 800 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -20,-20,-10,20,20,45,0,0 end start pSystemName CommandHack ' Max number of particles pNumParticles = 30 ' size pSize = 15 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 1 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .03 ' Particle sprite pSprite = sprites/blueball.spr ' system lifetime pSystemLifetime = .5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -10,-10,-10,0,10,10,10,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' particle lifetime pLifetime = 2 ' Gen rate pGenRate = 800 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -12,-12,-25,12,12,25,0,0 end start pSystemName PhaseInEffect2 ' Max number of particles pNumParticles = 30 ' size pSize = 10 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 11 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 1 ' Particle sprite pSprite = sprites/xspark4.spr ' system lifetime pSystemLifetime = .5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -15,-15,0,15,15,20,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' particle lifetime pLifetime = 1.2 ' Gen rate pGenRate = 800 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -15,-15,-25,15,15,25,0,0 end start pSystemName SpitHit ' Max number of particles pNumParticles = 12 ' size pSize = 5 ' number of times to loop through an animated texture pAnimationSpeed = 3 ' num frames in sprite pSpriteNumFrames = 3 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .3 ' Particle sprite pSprite = sprites/bigspit.spr ' system lifetime pSystemLifetime = .3 ' starting velocity pVelShape = Point ' starting velocity parms pVelParams = 0,0,50,0,0,0,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 2 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 24 ' particle lifetime pLifetime = .8 ' Gen rate pGenRate = 200 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -20,-5,-5,5,20,16,0,0 end start pSystemName SpitShoot ' Max number of particles pNumParticles = 10 ' size pSize = 2 ' number of times to loop through an animated texture pAnimationSpeed = 3 ' num frames in sprite pSpriteNumFrames = 3 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 2 ' Particle sprite pSprite = sprites/bigspit.spr ' system lifetime pSystemLifetime = .3 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -10,-10,0,10,10,0,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 2 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 24 ' particle lifetime pLifetime = .8 ' Gen rate pGenRate = 200 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Point ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName SpikeHit ' Max number of particles 'pNumParticles = 8 pNumParticles = 4 ' size pSize = 16 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 11 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 2.5 ' Particle sprite 'pSprite = sprites/spithit.spr pSprite = sprites/spikehit.spr ' system lifetime pSystemLifetime = .3 ' starting velocity pVelShape = Point ' starting velocity parms pVelParams = 0,0,0,0,0,0,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle max alpha particleMaxAlpha = .2 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) 'pSpawnFlags = 24 pSpawnFlags = 8 ' particle lifetime pLifetime = .4 ' Gen rate pGenRate = 200 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -10,-10,-15,10,10,10,0,0 end start pSystemName SporeShoot ' Max number of particles pNumParticles = 10 ' size pSize = 2 ' number of times to loop through an animated texture pAnimationSpeed = 3 ' num frames in sprite pSpriteNumFrames = 9 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 2 ' Particle sprite pSprite = sprites/spore.spr ' system lifetime pSystemLifetime = .3 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -10,-10,0,10,10,0,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 24 ' particle lifetime pLifetime = .8 ' Gen rate pGenRate = 200 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Point ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName SporeCloud ' Max number of particles pNumParticles = 20 ' size pSize = 45 ' number of times to loop through an animated texture pAnimationSpeed = 6 ' num frames in sprite pSpriteNumFrames = 17 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 3 ' Particle sprite pSprite = sprites/spore.spr ' system lifetime pSystemLifetime = 1.0 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -5,-5,-5,5,5,5,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' particle lifetime pLifetime = 8 ' Gen rate pGenRate = 30 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -125,-125,-125,125,125,125,0,0 end start pSystemName MeleeDamage ' Max number of particles pNumParticles = 8 ' size pSize = 3 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 1 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 1 ' Particle sprite pSprite = sprites/meleehit.spr ' system lifetime pSystemLifetime = .5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -50,-50,-50,50,50,60,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 24 ' particle lifetime pLifetime = .4 ' Gen rate pGenRate = 40 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Point ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName PhaseGateIdle ' Max number of particles pNumParticles = 40 ' size pSize = 20 ' number of times to loop through an animated texture pAnimationSpeed = 2 ' num frames in sprite pSpriteNumFrames = 20 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .2 ' Particle sprite pSprite = sprites/flare6.spr ' system lifetime pSystemLifetime = 1.0 ' starting velocity pVelShape = box ' starting velocity parms pVelParams = 0,0,0,0,0,20,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle max alpha particleMaxAlpha = 1 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 12 ' particle lifetime pLifetime = 2 ' Gen rate pGenRate = 20 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -20,-20,-20,20,20,40,0,0 end start pSystemName ResourceEmission ' Max number of particles pNumParticles = 100 ' size pSize = 6 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 1 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 5.0 ' Particle sprite pSprite = sprites/flare3.spr ' system lifetime pSystemLifetime = -1 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -5,-5,20,5,5,80,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle max alpha particleMaxAlpha = .4 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out) pSpawnFlags = 9 ' particle lifetime pLifetime = 1.5 ' Gen rate pGenRate = 20 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Point ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName UmbraCloud ' Max number of particles pNumParticles = 20 ' size pSize = 40 ' number of times to loop through an animated texture pAnimationSpeed = 6 ' num frames in sprite pSpriteNumFrames = 17 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 3 ' Particle sprite pSprite = sprites/umbra.spr ' system lifetime pSystemLifetime = 1.0 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -5,-5,-5,5,5,5,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' particle lifetime (same as umbra cloud duration) pLifetime = 3 ' Gen rate pGenRate = 50 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -100,-100,-100,100,100,100,0,0 end start pSystemName AcidHit ' Max number of particles pNumParticles = 50 ' size pSize = 25 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 12 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 3 ' Particle sprite pSprite = sprites/acidsplash.spr ' system lifetime pSystemLifetime = .3 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = 200,200,250,-200,-200,-20,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) 'pSpawnFlags = 24 pSpawnFlags = 24 ' particle lifetime pLifetime = .8 ' Gen rate pGenRate = 600 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -8,-8,-8,8,8,8,0,0 end start pSystemName BacteriaSpray ' Max number of particles pNumParticles = 6 ' size pSize = 20 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 6 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 4 ' Particle sprite pSprite = sprites/bacteria.spr ' system lifetime pSystemLifetime = 1 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = 0,0,0,0,0,0,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) 'pSpawnFlags = 24 pSpawnFlags = 12 ' particle lifetime pLifetime = .8 ' Gen rate pGenRate = 4 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -30,-30,-20,30,30,20,0,0 end start pSystemName Xenocide ' Max number of particles pNumParticles = 50 ' size pSize = 15 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 25 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 5 ' Particle sprite pSprite = sprites/eexplo.spr ' system lifetime pSystemLifetime = .3 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = 240,240,30,-240,-240,-20,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) 'pSpawnFlags = 24 pSpawnFlags = 8 ' particle lifetime pLifetime = .7 ' Gen rate pGenRate = 800 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -12,-12,-8,12,12,8,0,0 end start pSystemName BileBomb ' Max number of particles pNumParticles = 50 ' size pSize = 15 ' number of times to loop through an animated texture pAnimationSpeed = 2 ' num frames in sprite pSpriteNumFrames = 10 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 8 ' Particle sprite pSprite = sprites/bilebomb.spr ' system lifetime pSystemLifetime = 0.5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -200,-200,150,200,200,400,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 24 ' particle lifetime pLifetime = 1.2 ' Gen rate pGenRate = 800 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -8,-8,-8,8,8,8,0,0 end start pSystemName PhaseInEffect ' Max number of particles pNumParticles = 40 ' size pSize = 35 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 1 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .2 ' Particle sprite pSprite = sprites/hack.spr ' system lifetime pSystemLifetime = 1.2 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -40,-40,-40,40,40,40,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) 'pSpawnFlags = 24 pSpawnFlags = 12 ' particle lifetime pLifetime = 1.2 ' Gen rate pGenRate = 20 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -10,-10,-10,10,10,10,0,0 end start pSystemName ScanEffect ' Max number of particles pNumParticles = 10 ' size pSize = 10 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 1 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 100 ' Particle sprite pSprite = sprites/scan.spr ' system lifetime pSystemLifetime = 10 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = 0,0,0,0,0,0,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" '128: "constrain pitch" '512: "high-detail only" '1024: "face up" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 1032 ' particle lifetime pLifetime = 1.5 ' Gen rate pGenRate = 1 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = 0,0,20,0,0,20,0,0 end start pSystemName JetpackEffect ' Max number of particles pNumParticles = 4 ' size pSize = 12 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 15 ' Particle base color pBaseColor = .2 .2 .2 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .5 ' Particle sprite pSprite = sprites/blink2.spr ' system lifetime pSystemLifetime = .5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = 0,0,-20,0,0,-30,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle max alpha particleMaxAlpha = .1 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' particle lifetime pLifetime = 2 ' Gen rate pGenRate = 1 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName SmokePuffs ' Max number of particles pNumParticles = 5 ' size pSize = 7 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 10 ' Particle base color pBaseColor = .2 .2 .2 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 4 ' Particle sprite pSprite = sprites/turretsmoke.spr ' system lifetime pSystemLifetime = .5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -1,-1,2,1,1,20,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle max alpha particleMaxAlpha = .1 ' particle lifetime pLifetime = 1.5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" '512: "high-detail only" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 520 ' Gen rate pGenRate = 2 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -4,-4,-2,4,4,2,0,0 end start pSystemName ChamberDeath ' Max number of particles pNumParticles = 25 ' size pSize = 15 ' number of times to loop through an animated texture pAnimationSpeed = 2 ' num frames in sprite pSpriteNumFrames = 10 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 4 ' Particle sprite pSprite = sprites/chamberdeath.spr ' system lifetime pSystemLifetime = 0.5 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -100,-100,75,100,100,400,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 24 ' particle lifetime pLifetime = .6 ' Gen rate pGenRate = 800 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -8,-8,-8,8,8,8,0,0 end start pSystemName HiveDeath ' Max number of particles pNumParticles = 50 ' size pSize = 15 ' number of times to loop through an animated texture pAnimationSpeed = 2 ' num frames in sprite pSpriteNumFrames = 10 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 4 ' Particle sprite pSprite = sprites/chamberdeath.spr ' system lifetime pSystemLifetime = 0.8 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = -100,-100,75,100,100,400,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 24 ' particle lifetime pLifetime = 1.2 ' Gen rate pGenRate = 800 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -64,-64,-64,64,64,64,0,0 end start pSystemName StompEffect ' Max number of particles pNumParticles = 2 ' size pSize = 10 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 1 ' Particle base color pBaseColor = 1 1 1 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 20 ' Particle sprite pSprite = sprites/stomp.spr ' system lifetime pSystemLifetime = .2 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = 0,0,0,0,0,0,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" '128: "constrain pitch" '512: "high-detail only" '1024: "face up" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 1032 ' particle lifetime pLifetime = .5 ' Gen rate pGenRate = 50 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params (this is offset a bit because stomp originates at Onos center) pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName PheromoneEffect ' Max number of particles pNumParticles = 1 ' size pSize = 30 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 1 ' Particle base color pBaseColor = .2 .2 .2 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = .8 ' Particle sprite pSprite = sprites/pheromone.spr ' system lifetime pSystemLifetime = .1 ' starting velocity pVelShape = Point ' starting velocity parms pVelParams = 0,0,0,0,0,0,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle max alpha particleMaxAlpha = .1 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" ' flags (start on, fade in, fade out, triangles) pSpawnFlags = 8 ' particle lifetime pLifetime = 10 ' Gen rate pGenRate = 10 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = 0,0,0,0,0,0,0,0 end start pSystemName StompSmoke ' Max number of particles pNumParticles = 1 ' size pSize = 20 ' number of times to loop through an animated texture pAnimationSpeed = 1 ' num frames in sprite pSpriteNumFrames = 10 ' Particle base color pBaseColor = .2 .2 .2 ' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies pScale = 4 ' Particle sprite pSprite = sprites/lightsmoke.spr ' system lifetime pSystemLifetime = .1 ' starting velocity pVelShape = Box ' starting velocity parms pVelParams = 0,0,5,0,0,10,0,0 ' render mode ' 0 = kRenderNormal ' 1 = kRenderTransColor, // c*a+dest*(1-a) ' 2 = kRenderTransTexture, // src*a+dest*(1-a) ' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks ' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca) ' 5 = kRenderTransAdd, // src*a+dest pRenderMode = 5 ' particle max alpha particleMaxAlpha = .1 ' particle lifetime pLifetime = .7 '1 : "start on" '2 : "particle density" '4 : "fade in" '8 : "fade out" '16 : "use world gravity" '32 : "tri, not quads" '64 : "minimize edges" '128: "constrain pitch" '512: "high-detail only" '1024: "face up" ' fade out, high detail pSpawnFlags = 520 ' Gen rate pGenRate = 40 ' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None) pGenShape = Box ' Gen params pGenShapeParams = -40,-40,0,40,40,10,0,0 end