;//////////////////////////////////////////////////////////////////////////////
;FILE: FXList.ini (SYSTEM) ////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////

; ----------------------------------------------

FXList WeaponFX_ToxinShellWeapon
  ParticleSystem
    Name = ToxicShellExplosion
  End
End

; ----------------------------------------------
FXList FX_CarOverlappedByCrusher
  Sound
    Name = CarMount
  End
End

; ----------------------------------------------
FXList FX_GIDie
; yes, an empty FXList. Why? Not sure.
End

; ----------------------------------------------
FXList FX_DieByFireUSA
  Sound
    Name = DieByFireUSA
  End
End

; ----------------------------------------------
FXList FX_DieByToxinUSA
  Sound
    Name = DieByToxinUSA
  End
End

; ----------------------------------------------
FXList FX_DieByFireGLA
  Sound
    Name = DieByFireGLA
  End
End

; ----------------------------------------------
FXList FX_DieByToxinGLA
  Sound
    Name = DieByToxinGLA
  End
End

; ----------------------------------------------
FXList FX_DieByFireChina
  Sound
    Name = DieByFireChina
  End
End

; ----------------------------------------------
FXList FX_DieByToxinChina
  Sound
    Name = DieByToxinChina
  End
End

; ----------------------------------------------
FXList FX_DieByFireFemale
  Sound
    Name = DieByFireChina
  End
End

; ----------------------------------------------
FXList FX_DieByToxinFemale
  Sound
    Name = DieByToxinChina
  End
End

; ----------------------------------------------
FXList FX_RedGuardDie
  Sound
    Name = RedGuardVoiceDie
  End
End

; ----------------------------------------------
FXList FX_HackerDie
  Sound
    Name = RedGuardVoiceDie
  End
End

; ----------------------------------------------
FXList FX_ToxinTractorDie
  Sound
    Name = ToxinTractorDie
  End
End

; ----------------------------------------------
FXList FX_TankHunterDie
  Sound
    Name = TankHunterVoiceDie
  End
End

; ----------------------------------------------
FXList FX_BlackLotusDie
  Sound
    Name = BlackLotusVoiceDie
  End
End

; ----------------------------------------------
FXList FX_WorkerDie
  Sound
    Name = WorkerVoiceDie
  End
End

; ----------------------------------------------
FXList FX_RebelDie
  Sound
    Name = RebelVoiceDie
  End
End

; ----------------------------------------------
FXList FX_HijackerDie
  Sound
    Name = HijackerVoiceDie
  End
End

; ----------------------------------------------
FXList FX_CivilianArabMaleDie
  Sound
    Name = CivilianArabMaleDie
  End
End

; ----------------------------------------------
FXList FX_CivilianArabFemaleDie
  Sound
    Name = CivilianArabFemaleDie
  End
End

; ----------------------------------------------
FXList FX_CivilianChinaMaleDie
  Sound
    Name = CivilianChinaMaleDie
  End
End

; ----------------------------------------------
FXList FX_CivilianChinaFemaleDie
  Sound
    Name = CivilianChinaFemaleDie
  End
End

; ----------------------------------------------
FXList FX_TerroristDie
  Sound
    Name = TerroristVoiceDie
  End
End

; ----------------------------------------------
FXList FX_StingerSoldierDie
  Sound
    Name = StingerSoldierVoiceDie
  End
End

; ----------------------------------------------
FXList FX_RPGTrooperDie
  Sound
    Name = RPGTrooperVoiceDie
  End
End

; ----------------------------------------------
FXList FX_JarmenKellDie
  Sound
    Name = JarmenKellVoiceDie
  End
End

; ----------------------------------------------
FXList FX_ColonelBurtonDie
  Sound
    Name = ColonelBurtonVoiceDie
  End
End

; ----------------------------------------------
FXList FX_PathfinderDie
  Sound
    Name = PathfinderVoiceDie
  End
End

; ----------------------------------------------
FXList FX_PilotDie
  Sound
    Name = PilotVoiceDie
  End
End

; ----------------------------------------------
FXList FX_RangerDie
  Sound
    Name = RangerVoiceDie
  End
End

; ----------------------------------------------
FXList FX_MissileDefenderDie
  Sound
    Name = MissileDefenderVoiceDie
  End
End


; ----------------------------------------------
FXList FX_SaboteurDie
  Sound
    Name = SaboteurVoiceDie
  End
End

; ----------------------------------------------
FXList FX_CombatCycleDie
  Sound
    Name = CombatCycleVoiceDie
  End
End

; ----------------------------------------------
FXList FX_CombatCycleDieNoScream
  Sound
    Name = CarDie
  End
End

; ----------------------------------------------
FXList FX_CIAAgentDie
  Sound
    Name = CIAAgentVoiceDie
  End
End


; ----------------------------------------------
FXList FX_ToxicPoolDie
  Sound
    Name = ToxicPoolDie
  End
End

; ----------------------------------------------
FXList FX_AnthraxPoolDie
  Sound
    Name = AnthraxPoolDie
  End
End

; ----------------------------------------------
FXList FX_RadiationPoolDie
  Sound
    Name = RadiationPoolDie
  End
End

; ----------------------------------------------
FXList FX_GIDieCrushed
  Sound
    Name = InfantryCrush
  End
End
 
; ----------------------------------------------
FXList FX_TrainWhistle
  Sound
    Name = TrainWhistle
  End
End

; ----------------------------------------------
FXList FX_DamageMinorArmorPiercing
; yes, an empty FXList. Why? Not sure.
End

; ----------------------------------------------
FXList FX_DamageMajorArmorPiercing
; yes, an empty FXList. Why? Not sure.
End

; ----------------------------------------------
FXList FX_DamageTankStruck
  ParticleSystem 
    Name = TankStruckSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes 
  End
  ParticleSystem 
    Name = TankStruckDebris
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes
  End
  ParticleSystem 
    Name = TankStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem 
    Name = TankStruckLenzflare
    Height = 10 10 CONSTANT
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  Sound
    Name = VehicleImpactHeavy
  End
End

; ----------------------------------------------
FXList FX_HeroicDamageTankStruck
  ParticleSystem 
    Name = TankStruckSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes 
  End
  ParticleSystem 
    Name = TankStruckDebris
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes
  End
  ParticleSystem 
    Name = TankStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem 
    Name = HeroicTankStruckLenzflare
    Height = 10 10 CONSTANT
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  Sound
    Name = VehicleImpactHeavy
  End
End

; ----------------------------------------------
FXList FX_DamageSmallTankStruck
  ParticleSystem 
    Name = SmallTankStruckSmoke

    Height = 0 0 CONSTANT
  End
  ParticleSystem 
    Name = SmallTankStruckSparks
    Height = 0 0 CONSTANT
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  Sound
    Name = VehicleImpactLight
  End
End

; ----------------------------------------------
FXList FX_DamageTankStruckSmallArms
  ParticleSystem 
    Name = TankStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem 
    Name = TankStruckSmallArmsSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  Sound
    Name = VehicleImpactLight
  End
End

; ----------------------------------------------
FXList FX_DamageDisableVehicle
  ParticleSystem 
    Name = TankStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem 
    Name = TankStruckSmallArmsSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  Sound
    Name = VehicleImpactLight
  End
  Sound
    Name = BuildingDisabled
  End
End

; ----------------------------------------------
FXList FX_HeroicDamageDisableVehicle
  ParticleSystem 
    Name = TankStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem 
    Name = TankStruckSmallArmsSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  Sound
    Name = VehicleImpactLight
  End
  Sound
    Name = BuildingDisabled
  End
End


; ----------------------------------------------
FXList FX_DamageSmallTankStruckSmallArms
  ParticleSystem 
    Name = SmallTankStruckSparks
    Height = 0 0 CONSTANT
  End
  ParticleSystem 
    Name = TankStruckSmallArmsSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes
  End
  LightPulse 
    Color = R:128 G:128 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  Sound
    Name = VehicleImpactLight
  End
End

; ----------------------------------------------
FXList FX_HeroicDamageTankStruckSmallArms
  ParticleSystem 
    Name = HeroicTankStruckSparks
    Offset = X:0.0 Y:0.0 Z:5.0
;   Height = 0 0 CONSTANT
  End
  ParticleSystem 
    Name = TankStruckSmallArmsSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes
  End
  LightPulse 
    Color = R:255 G:0 B:0 
    Radius = 25 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  Sound
    Name = VehicleImpactLight
  End
End

; ----------------------------------------------
FXList FX_DamageInfantryStruck
  ParticleSystem
    Name = InfantryMortarDebrisRed
  OrientToObject = Yes
  End
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    ;Ricochet = Yes
  End
End

; ----------------------------------------------
FXList FX_DamageInfantryStruckSmallArms
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    ;Ricochet = Yes
  End
  ParticleSystem 
    Name = InfantryStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem 
    Name = InfantryStruckSmallArmsSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    ;Ricochet = Yes
  End
  ParticleSystem 
    Name = BloodTarget
    OrientToObject = Yes
  End
  ;Sound
   ;Name = VehicleImpactLight
  ;End
End

; ----------------------------------------------
FXList FX_HeroicDamageInfantryStruckSmallArms
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    ;Ricochet = Yes
  End
  ParticleSystem 
    Name = HeroicInfantryStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem 
    Name = InfantryStruckSmallArmsSmoke
    OrientToObject = Yes     
    ;Ricochet = Yes
  End
  ParticleSystem 
    Name = HeroicInfantryStruckFlare
  End
  ParticleSystem 
    Name = BloodTarget
    OrientToObject = Yes
  End
  ;Sound
   ;Name = VehicleImpactLight
  ;End
End

; ----------------------------------------------
FXList FX_DamageTankStruckFlame
  ParticleSystem 
    Name = TankStruckFlame
    Height = 10 10 CONSTANT
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
End

; ----------------------------------------------
FXList FX_TechnicalGunnerHitsGround
  ParticleSystem 
    Name = TreeBounceDust
  End  
ParticleSystem 
    Name = BloodyPuddle3
  End
  Sound
    Name = TechnicalBodyfall
  End
End

; ----------------------------------------------
; weapon fx for firing the gun (but not the shells landing)
FXList WeaponFX_BattleshipBogusGun
; This is where the battleship shake needs to be set
  ViewShake 
    Type = SEVERE
  End
  ParticleSystem 
    Name = BattleshipMuzzleFlashFlame
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = BattleshipMuzzleFlashSmoke
    OrientToObject = Yes
  End
  ParticleSystem
    Name = BattleshipMuzzleFlashWave
    Offset = X:0.0 Y:0.0 Z:-20.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
; weapon fx for a "shell" "landing" on the target
; @todo srj -- placeholder FX
FXList WeaponFX_BattleshipTargetExplode
  ViewShake 
    Type = SUBTLE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  ParticleSystem
    Name = MortarDebris
  End
  ParticleSystem
    Name = MortarDust
  End
  Sound 
    Name = ExplosionBattleshipTarget
  End
End

; ----------------------------------------------
FXList WeaponFX_NeutronMissile
  Sound
    Name = NeutronMissileRelease
  End
End

; ----------------------------------------------
FXList FX_ScudLauncherIgnition
;  Sound
;    Name = NeutronMissileRelease
;  End
  
  ParticleSystem
    Name = ScudStormIgnitionCloud
    Offset = X:-20.0 Y:0.0 Z:3.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList WeaponFX_ScudStormMissile
  Sound
    Name = NeutronMissileRelease
  End
End

; ----------------------------------------------
FXList FX_ScudStormIgnition
  Sound
    Name = NeutronMissileRelease
  End
  
  ParticleSystem
    Name = ScudStormIgnitionCloud
    Offset = X:0.0 Y:0.0 Z:3.0
  End
End

; ----------------------------------------------
FXList FX_TomahawkIgnition
  Sound
;    Name = NeutronMissileRelease
  End
  
  ParticleSystem
    Name = ScudStormIgnitionCloud
    Offset = X:0.0 Y:0.0 Z:3.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList ScudStormMissileDetonation
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = ScudMissleExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = ScudMissleLenzFlare
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = ScudMissleExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 45
  End

End

; ----------------------------------------------
FXList WeaponFX_NapalmMissile
  Sound
    Name = FireStormMissileWeapon
  End
End

; ----------------------------------------------
FXList WeaponFX_DragonTankFlameWeapon
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
End

; ----------------------------------------------
FXList WeaponFX_DragonTankFlameWeaponUpgraded
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
End

; ----------------------------------------------
FXList WeaponFX_ToxinTruckFlameWeapon
  LightPulse 
    Color = R:64 G:255 B:64
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
End

; ----------------------------------------------
FXList WeaponFX_ToxinTruckFlameWeaponUpgraded
  LightPulse 
    Color = R:64 G:64 B:255
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
;;;  ParticleSystem
;;;  Name = ToxinTrail02
;;;  End
End

; ----------------------------------------------
FXList WeaponFX_CleanupFireWeapon
  LightPulse 
    Color = R:64 G:128 B:255
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
End

; ----------------------------------------------
FXList WeaponFX_GenericTankShellDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
End

; ----------------------------------------------
FXList WeaponFX_InfernoTankShellDetonation
  Sound
    Name = ExplosionFire
  End
  ParticleSystem
    Name = BuggyMissileExplosion
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
End

; ----------------------------------------------
FXList WeaponFX_GenericTankGunNoTracer
  ViewShake 
    Type = NORMAL
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = TankMuzzleFlashSmoke
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankMuzzleFlashFlame
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankMuzzleFlare
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankMuzzleWave
    OrientToObject = Yes
    CreateAtGroundHeight = Yes
  End
End

; ----------------------------------------------
FXList WeaponFX_HeroicGenericTankGunNoTracer
  ViewShake 
    Type = NORMAL
  End
  LightPulse 
    Color = R:128 G:0 B:0
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = HeroicTankMuzzleFlashSmoke
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = HeroicTankMuzzleFlashFlame
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = HeroicTankMuzzleFlare
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankMuzzleWave
    OrientToObject = Yes
    CreateAtGroundHeight = Yes
  End
End


; ----------------------------------------------
FXList WeaponFX_NukeCannonMuzzleFlash
  ViewShake 
    Type = NORMAL
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = NukeCannonMuzzleFlashSmoke
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = NukeCannonMuzzleFlashFlame
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = NukeCannonMuzzleFlare
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = NukeCannonMuzzleFlashRing
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = NukeCannonMuzzleWave
    OrientToObject = Yes
    CreateAtGroundHeight = Yes
  End
End


; ----------------------------------------------
FXList WeaponFX_HeroicNukeCannonMuzzleFlash
  ViewShake 
    Type = NORMAL
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = NukeCannonMuzzleFlashSmoke
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = NukeCannonMuzzleFlashFlame
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = HeroicNukeCannonMuzzleFlare
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = HeroicNukeCannonMuzzleFlashRing
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = NukeCannonMuzzleWave
    OrientToObject = Yes
    CreateAtGroundHeight = Yes
  End
End


; ----------------------------------------------
FXList WeaponFX_GenericTankGunNoTracerSmall
  ViewShake 
    Type = NORMAL
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = TankSmallMuzzleFlashSmoke
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankSmallMuzzleFlashFlame
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankSmallMuzzleFlare
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList WeaponFX_HeroicGenericTankGunNoTracerSmall
  ViewShake 
    Type = NORMAL
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = TankSmallMuzzleFlashSmoke
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankSmallMuzzleFlashFlame
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = HeroicTankSmallMuzzleFlare
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList WeaponFX_GenericTankGun
  ViewShake 
    Type = NORMAL
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 25
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  Tracer
    DecayAt = 0.5
    Length = 20
    Width = 0.5
    Color = R:230 G:204 B:179
  End
  ParticleSystem 
    Name = TankMuzzleFlashSmoke
    OrientToObject = Yes
    RotateY = 90
  End
  ParticleSystem 
    Name = TankMuzzleFlashFlame
    OrientToObject = Yes
    RotateY = 90
  End
End

; ----------------------------------------------
FXList WeaponFX_GenericMachineGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 10 
    IncreaseTime = 0 
    DecreaseTime = 200
  End
  ParticleSystem 
    Name = GattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShells
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:235 G:179 B:10
    Speed = 600
    Probability = 0.5
  End
End

; ----------------------------------------------
FXList WeaponFX_GenericMachineGunFireWithRedTracers
  LightPulse 
    Color = R:128 G:0 B:0
    Radius = 25
    IncreaseTime = 0 
    DecreaseTime = 200
  End
  ParticleSystem 
    Name = HeroicGattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShells
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:244 G:80 B:0
    Speed = 300
    Probability = 0.5
  End
End

; ----------------------------------------------
FXList WeaponFX_GattlingTankMachineGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 10 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  ParticleSystem 
    Name = GattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShellsGattling
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:235 G:179 B:10
    Speed = 1200
    Probability = 0.7
  End
End

; ----------------------------------------------
FXList WeaponFX_GattlingTankMachineGunFireWithRedTracers
  LightPulse 
    Color = R:255 G:64 B:64 
    Radius = 25
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = HeroicGattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShellsGattling
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:244 G:80 B:0
    Speed = 1200
    Probability = 0.7
  End
End


; ----------------------------------------------
FXList WeaponFX_GattlingCannonMachineGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 10 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  ParticleSystem 
    Name = GattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShellsGattlingTilted
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:235 G:179 B:10
    Speed = 1200
    Probability = 0.7
  End
End

; ----------------------------------------------
FXList WeaponFX_GattlingCannonMachineGunFireWithRedTracers
  LightPulse 
    Color = R:255 G:64 B:64 
    Radius = 25
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = HeroicGattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShellsGattlingTilted
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:244 G:80 B:0
    Speed = 1200
    Probability = 0.7
  End
End


; ----------------------------------------------
FXList WeaponFX_RedguardMachineGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 10 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:235 G:179 B:10
    Speed = 300
    Probability = 0.5
  End
End

; ----------------------------------------------
FXList WeaponFX_HeroicRedguardMachineGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 10 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:244 G:80 B:0
    Speed = 300
    Probability = 0.5
  End
End

; ----------------------------------------------
FXList WeaponFX_RangerAdvancedCombatRifleFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 20 
    IncreaseTime = 0 
    DecreaseTime = 300
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:235 G:179 B:10
    Speed = 300
    Probability = 0.5
  End
End

; ----------------------------------------------
FXList WeaponFX_HeroicRangerAdvancedCombatRifleFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 20 
    IncreaseTime = 0 
    DecreaseTime = 300
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:244 G:80 B:0
    Speed = 300
    Probability = 0.9
  End
End

; ----------------------------------------------
FXList WeaponFX_Comanche20mmCannonFire
  LightPulse 
    Color = R:255 G:255 B:255 
    Radius = 60 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  ParticleSystem 
    Name = GattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShellsComanche
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:235 G:179 B:10
    Speed = 600
;   Probability = 0.9
  End
End

; ----------------------------------------------
FXList WeaponFX_HeroicComanche20mmCannonFire
  LightPulse 
    Color = R:255 G:128 B:128 
    Radius = 60 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  ParticleSystem 
    Name = HeroicGattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShellsComanche
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:244 G:80 B:0
    Speed = 600
;   Probability = 0.9
  End
End

; ----------------------------------------------
FXList WeaponFX_WatchTowerMachineGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 21 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  ParticleSystem 
    Name = GattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
 Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:235 G:179 B:10
    Speed = 600
;   Probability = 0.9
  End
End

; ----------------------------------------------
FXList WeaponFX_CommandoMachineGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 10 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
 Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:244 G:80 B:0
    Speed = 300
    Probability = 0.9
  End
End

; ----------------------------------------------
FXList WeaponFX_QuadCannonGunFire
  LightPulse 
    Color = R:128 G:128 B:64
    Radius = 20 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  ParticleSystem 
    Name = GattlingCannonLenzflareIntense
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShells
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:235 G:179 B:10
    Speed = 300
    Probability = 0.5
  End
End

; ----------------------------------------------
FXList WeaponFX_HeroicQuadCannonGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 20 
    IncreaseTime = 0 
    DecreaseTime = 300
  End
  ParticleSystem 
    Name = HeroicGattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShells
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:244 G:80 B:0
    Speed = 300
    Probability = 0.5
  End
End

; ----------------------------------------------
FXList WeaponFX_TechnicalGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 25
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = GattlingCannonLenzflareIntense
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShells
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:235 G:179 B:10
    Speed = 300
    Probability = 0.25
  End
End

; ----------------------------------------------
FXList WeaponFX_NapalmMissileDetonation
  ParticleSystem 
    Name = NapalmExplosionArms
  End
  ParticleSystem 
    Name = NapalmFire
    Offset = X:0.0 Y:0.0 Z:5.0
  End
  ParticleSystem 
    Name = NapalmExplosionFlare
    Offset = X:0.0 Y:0.0 Z:15.0
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  Sound
    Name = ExplosionFire
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
End

; ----------------------------------------------
FXList WeaponFX_BlackNapalmMissileDetonation
  ParticleSystem 
    Name = NapalmExplosionArms
  End
  ParticleSystem 
    Name = NapalmFire
    Offset = X:0.0 Y:0.0 Z:5.0
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 25
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  Sound
    Name = ExplosionFire
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
End

; ----------------------------------------------
FXList WeaponFX_MolotovCocktailDetonation
  ParticleSystem 
    Name = MolotovFlames
  End
  ParticleSystem 
    Name = MolotovGlassShatter
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  Sound
    Name = MolotovCocktailShatter
  End
End

; ----------------------------------------------
FXList WeaponFX_JetMissileDetonation
  ViewShake 
    Type = NORMAL
  End
  ParticleSystem
    Name = BuggyNewAirDeathSubExplosionSmoke
  End
  ParticleSystem
    Name = ArtilleryBarrageShockwave
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  Sound
    Name = ExplosionJetMissile
  End
End

; ----------------------------------------------
FXList FX_BombExplosion
  ParticleSystem
    Name = CarpetBombExplosionSmoke
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 45
  End
  Sound
    Name = Explosion
  End
End

; ----------------------------------------------
FXList FX_TankDieExplosion
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  Sound
    Name = TankDie
  End
End

; -----------------------------------------------------------------------------------
; The death of a Jet
FXList FX_JetDeathExplosion
  ParticleSystem
    Name = JetExplosion
    OrientToObject = Yes
  End
  ParticleSystem
    Name = JetDebris
    OrientToObject = Yes
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Count = 3
    Radius = 15 30 UNIFORM
    Height = 0 0 UNIFORM
    InitialDelay = 50 667 UNIFORM
    OrientToObject = Yes
  End
  ViewShake 
    Type = NORMAL
  End
End

; -----------------------------------------------------------------------------------
; The death of a Raptor
; *********************
; KM: This is a COPY of the jet death explosion. Mike Jones -- I added this for you
;     to take over and make it look cool! :)
; *********************
FXList FX_RaptorDeathExplosion
  ParticleSystem
    Name = JetExplosion
    OrientToObject = Yes
  End
  ParticleSystem
    Name = JetDebris
    OrientToObject = Yes
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Count = 3
    Radius = 15 30 UNIFORM
    Height = 0 0 UNIFORM
    InitialDelay = 50 667 UNIFORM
    OrientToObject = Yes
  End
  ViewShake 
    Type = NORMAL
  End 
End

; -----------------------------------------------------------------------------------
FXList FX_GenericTankDeathExplosion
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Radius = 15 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 167 667 UNIFORM
  End
  ParticleSystem
    Name = MammothTankExplosionDebris
  End
  ParticleSystem
    Name = MammothTankExplosionLenzflare
    Offset = X:0.0 Y:0.0 Z:10.0
  End
  ParticleSystem
    Name = MammothTankExplosionShockwave
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------------
FXList FX_AmericaVehicleTomahawkDeathExplosion
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Count = 3
    Radius = 15 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 167 667 UNIFORM
  End
  ParticleSystem
    Name = MammothTankExplosionDebris
  End
  ParticleSystem
    Name = MammothTankExplosionShockwave
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 25
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------------
FXList FX_ChinaVehicleNukeCannonDeathExplosion
; -----------------------------------------------------------------------------

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMiniNuke
  End

  ParticleSystem
    Name = NukeCannonFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
     Name = NukeCannonMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = NukeCannonMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:45.0
  End

  ParticleSystem
    Name = NukeCannonRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeCannonBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = NukeCannonShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomStem
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:35.0
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 60
  End

End

;---------------------------------------------------------------------------------------
;The list of effects that occur when the beam hits the ground. The number of times the
;beam hits the ground is specified in the particle uplink cannon's settings, and changing
;it does NOT effect gameplay -- so change as you see fit!
;---------------------------------------------------------------------------------------
FXList FX_ParticleUplinkCannon_BeamHitsGround

;  ViewShake 
;    Type = SEVERE
;  End

;  Sound
;    Name = ExplosionScudExplosive
;  End

  ParticleSystem
    Name = ParticleCannonUplink_HitFlare
    Offset = X:0.0 Y:0.0 Z:2.0
    OrientToObject = Yes
  End

  ParticleSystem
    Name = ParticleUplinkCannon_Magma
    Offset = X:0.0 Y:0.0 Z:1.0
  End
  ParticleSystem
    Name = ParticleUplinkCannon_Sparks
    Offset = X:0.0 Y:0.0 Z:1.0
  End
  ParticleSystem
    Name = ParticleUplinkCannon_Shockwave
    Offset = X:0.0 Y:0.0 Z:1.0
  End
  ParticleSystem
    Name = ParticleUplinkCannon_Fire
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ---------------------------------------------------------------------------------------
FXList FX_ParticleUplinkCannon_BeamLaunchIteration

;  ViewShake 
;    Type = SEVERE
;  End

;  Sound
;    Name = ExplosionScudExplosive
;  End

  ParticleSystem
    Name = ParticleUplinkCannon_LaunchFlare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

 ; ParticleSystem
 ;   Name = ParticleUplinkCannon_Magma
 ;   Offset = X:0.0 Y:0.0 Z:1.0
 ; End
End

; ---------------------------------------------------------------------------------------
FXList SupW_FX_ParticleUplinkCannon_BeamLaunchIteration

;  ViewShake 
;    Type = SEVERE
;  End

;  Sound
;    Name = ExplosionScudExplosive
;  End

  ParticleSystem
    Name = SupW_ParticleUplinkCannon_LaunchFlare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

 ; ParticleSystem
 ;   Name = ParticleUplinkCannon_Magma
 ;   Offset = X:0.0 Y:0.0 Z:1.0
 ; End
End

; ---------------------------------------------------------------------------------------
; The initial detonation of the Mammoth Tank - fiery 'arms' shoot out, and it breaks apart
FXList FX_GenericTankDeathEffect
  ParticleSystem
    Name = MammothTankExplosionArms
  End
  Sound
    Name = Explosion
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
End

; -----------------------------------------------------------------------------
FXList FX_CrusaderCatchFire
  ParticleSystem
    Name = TankFire
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = ExplosionBarrel
  End
End

; -----------------------------------------------------------------------------
FXList FX_HumveeExplosionOneInitial
  ParticleSystem
    Name = HotPillarArms
    Offset = X:10 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = ExplosionBarrel
  End
End

; -----------------------------------------------------------------------------------
; The secondary detonation of the Humvee
FXList FX_HumveeExplosionOneFinal
  ParticleSystem
    Name = HumveeExplosionSmoke
  End
  ParticleSystem
    Name = HumveeSubExplosionSmoke 
    Count = 3
    Radius = 15 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 167 667 UNIFORM
  End
  ParticleSystem
    Name = HumveeExplosionDebris
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------
FXList FX_HumveeDamageTransition
  ParticleSystem
    Name = HumveeTransitionExplosion1
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_ComancheDamageTransition
  ParticleSystem
    Name = ComancheTransitionSmoke
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_JetBigDamageTransition
  ParticleSystem
    Name = JetTransitionSmokeLarge
    Offset = X:0 Y:0 Z:10
    OrientToObject = Yes
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_BattleMasterExplosionOneInitial
  ParticleSystem
    Name = HotPillarArms
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = ExplosionBarrel
  End
End

; -----------------------------------------------------------------------------
FXList FX_GattlingExplosionOneInitial
  ParticleSystem
    Name = HotPillarArms
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = ExplosionBarrel
  End
End

; -----------------------------------------------------------------------------
FXList FX_GattlingExplosionOneFinal
  ParticleSystem
    Name = BattleMasterTankExplosionSmoke
  End
  ParticleSystem
    Name = BattleMasterTankSubExplosionSmoke 
    Count = 3
    Radius = 15 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 167 667 UNIFORM
  End
  ParticleSystem
    Name = BattleMasterTankExplosionDebris
  End
  ParticleSystem
    Name = BattleMasterTankExplosionShockwave
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------
FXList FX_BattleMasterExplosionOneFinal
  ParticleSystem
    Name = BattleMasterTankExplosionSmoke
  End
  ParticleSystem
    Name = BattleMasterTankExplosionDebris
  End
  ParticleSystem
    Name = BattleMasterTankExplosionShockwave
    Offset = X:0 Y:0 Z:2
  End
  ParticleSystem
    Name = BattleMasterTankExplosionLenzflare
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------
FXList FX_ScudLauncherExplosionOneFinal
  ParticleSystem
    Name = ScudLauncherExplosionSmoke
    OrientToObject = Yes
  End
  ParticleSystem
    Name = BattleMasterTankExplosionDebris
  End
  ParticleSystem
    Name = BattleMasterTankExplosionShockwave
    Offset = X:0 Y:0 Z:2
  End
  ParticleSystem
    Name = BattleMasterTankExplosionLenzflare
    Offset = X:0 Y:0 Z:10
  End
    ParticleSystem
    Name = ScudMissleLauncherExplosionTrailArms
    Offset = X:0 Y:0 Z:5
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 45
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------
FXList FX_SupplyTruckExplosionOneFinal
  ParticleSystem
    Name = ScudLauncherExplosionSmoke
    OrientToObject = Yes
  End
  ParticleSystem
    Name = BattleMasterTankExplosionDebris
  End
  ParticleSystem
    Name = BattleMasterTankExplosionShockwave
    Offset = X:0 Y:0 Z:2
  End
  ParticleSystem
    Name = BattleMasterTankExplosionLenzflare
    Offset = X:0 Y:0 Z:10
  End
;    ParticleSystem
;    Name = ScudMissleLauncherExplosionTrailArms
;    Offset = X:0 Y:0 Z:5
;  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------
FXList FX_ToxinTruckExplosionOneFinal
  ParticleSystem
    Name = BattleMasterTankExplosionSmoke
  End
  ParticleSystem
    Name = BattleMasterTankExplosionDebris
  End
  ParticleSystem
    Name = ScudMissleExplosionTrailArms
    Offset = X:0 Y:0 Z:2
  End
  ParticleSystem
    Name = ToxicExplosionLarge
    Offset = X:0 Y:0 Z:5
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------
FXList FX_GattlingExplosionOneFinal
  ParticleSystem
    Name = BattleMasterTankExplosionSmoke
  End
  ParticleSystem
    Name = BattleMasterTankExplosionDebris
  End
  ParticleSystem
    Name = BattleMasterTankExplosionShockwave
    Offset = X:0 Y:0 Z:2
  End
  ParticleSystem
    Name = BattleMasterTankExplosionLenzflare
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------
FXList FX_BattleMasterDamageTransition
  ParticleSystem
    Name = BattleMasterTransitionExplosion
    Offset = X:0 Y:0 Z:10
  End
  ParticleSystem
    Name = BattleMasterTransitionLenzflare
    Offset = X:0 Y:0 Z:1
  End
  ParticleSystem
    Name = BattleMasterTransitionDebris
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_BattleMasterDamageTransitionSmall
  ParticleSystem
    Name = BattleMasterTransitionExplosionSmall
    Offset = X:0 Y:0 Z:10
  End
  ParticleSystem
    Name = BattleMasterTransitionLenzflareSmall
    Offset = X:0 Y:0 Z:1
  End
  ParticleSystem
    Name = BattleMasterTransitionDebrisSmall
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_BattleDroneDamageTransitionSmall
  ParticleSystem
    Name = BattleMasterTransitionExplosionSmall
    Offset = X:0 Y:0 Z:10
  End
  ParticleSystem
    Name = BattleMasterTransitionLenzflareSmall
    Offset = X:0 Y:0 Z:1
  End
  ParticleSystem
    Name = BattleMasterTransitionDebrisSmall
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
End

; -----------------------------------------------------------------------------
FXList FX_ScudLauncherDamageTransition
  ParticleSystem
    Name = ScudLauncherTransitionExplosion
    Offset = X:0 Y:0 Z:5
    OrientToObject = Yes
  End
  ParticleSystem
    Name = ScudLauncherTransitionLenzflare
    Offset = X:0 Y:0 Z:1
    OrientToObject = Yes
  End
  ParticleSystem
    Name = ScudLauncherTransitionDebris
    Offset = X:0 Y:0 Z:10
    OrientToObject = Yes
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_OverlordSmoke
  ParticleSystem
    Name = TankSmoke
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = ExplosionBarrel
  End
End

; -----------------------------------------------------------------------------
FXList FX_OverlordExplosionOneInitial
  ParticleSystem
    Name = HotPillarArms
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = ExplosionBarrel
  End
End

; -----------------------------------------------------------------------------------
FXList FX_OverlordExplosionOneFinal
  ParticleSystem
    Name = OverlordExplosionSmoke
  End
  ParticleSystem
    Name = OverlordSubExplosionSmoke 
    Radius = 15 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 167 667 UNIFORM
  End
  ParticleSystem
    Name = OverlordExplosionDebris
  End
  ParticleSystem
    Name = OverlordExplosionLenzflare
    Offset = X:0.0 Y:0.0 Z:10.0
  End
  ParticleSystem
    Name = OverlordExplosionShockwave
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 35
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------
FXList FX_OverlordDamageTransition
  ParticleSystem
    Name = OverlordTransitionExplosion
    Offset = X:0 Y:0 Z:10
  End
  ParticleSystem
    Name = OverlordTransitionDebris
    Offset = X:0 Y:0 Z:10
  End
  ParticleSystem
    Name = OverlordTransitionLenzflare
    Offset = X:0 Y:0 Z:1
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_NukeCannonDamageTransition
  ParticleSystem
    Name = NukeCannonTransitionExplosion
    Offset = X:0 Y:0 Z:10
  End
  ParticleSystem
    Name = NukeCannonTransitionDebris
    Offset = X:0 Y:0 Z:10
  End
  ParticleSystem
    Name = NukeCannonTransitionLenzflare
    Offset = X:0 Y:0 Z:1
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_DragonDamageTransition
  ParticleSystem
    Name = DragonTransitionExplosion
    Offset = X:0 Y:0 Z:10
  End
  ParticleSystem
    Name = DragonTransitionDebris
    Offset = X:0 Y:0 Z:10
  End
  ParticleSystem
    Name = DragonTransitionLenzflare
    Offset = X:0 Y:0 Z:1
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_CrusaderDamageTransition
  ParticleSystem
    Name = DragonTransitionExplosion1
    Offset = X:0 Y:0 Z:0
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_MIGDamageTransition
  ParticleSystem
    Name = MIGTransitionSmoke
    Offset = X:0 Y:0 Z:0
    OrientToObject = Yes
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = VehicleDamagedState
  End
End

; -----------------------------------------------------------------------------
FXList FX_DragonNapalmSpill
  ParticleSystem
    Name = NapalmSpill01
    Offset = X:0 Y:0 Z:10
;    AttachToObject = YES
  End
  ParticleSystem
    Name = NapalmSpill02
;    AttachToObject = YES
    Offset = X:0 Y:0 Z:10
  End
  Sound
    Name = FireHydrantBreak
  End
End

; -----------------------------------------------------------------------------------
; The secondary detonation of the Dragon Tank - multiple explosions, dirt, shockwave
FXList FX_DragonTankDeathExplosionFinal
  ParticleSystem
    Name = OverlordExplosionSmoke
  End
  ParticleSystem
    Name = OverlordSubExplosionSmoke 
    Radius = 15 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 167 667 UNIFORM
  End
  ParticleSystem
    Name = FirestormSmall
  End
  ParticleSystem
    Name = FirestormRingSmall
    OrientToObject = Yes
    Offset = X:0 Y:0 Z:1
  End
  ViewShake 
    Type = SUBTLE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 32
  End
  Sound
    Name = TankDie
  End 
End

; -----------------------------------------------------------------------------
FXList FX_QuadCannonCatchFire
  ParticleSystem 
    Name = TankFire
    Offset = X:0 Y:0 Z:10
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = QuadCannonCatchFire
  End
End

; ----------------------------------------------
FXList FX_FireHydrantExplode
  Sound
    Name = FireHydrantBreak
  End
End

; ----------------------------------------------
; The death of a small structure
FXList FX_SmallStructureDeath
  ; firey "heart" of the explosion
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Radius = 15 30 UNIFORM
    Height = 15 30 UNIFORM
    InitialDelay = 200 300 UNIFORM
  End

  ; grey "dusty" clouds
  ParticleSystem
    Name = StructureExplosionSmoke
    Count = 1
    ;Radius = 10 20 UNIFORM
    Height = 0 0 UNIFORM
    InitialDelay = 0 200 UNIFORM
  End
  ParticleSystem
    Name = StructureSubExplosionSmoke 
    Count = 5
    Radius = 15 30 UNIFORM
    Height = 0 30 UNIFORM
    InitialDelay = 167 1000 UNIFORM
  End

  ParticleSystem
    Name = StructureExplosionDebris
  End
  ParticleSystem
    Name = SmallStructureExplosionShockwave
  End
  ViewShake 
    Type = STRONG
  End
  Sound
    Name = BuildingDie
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 40
  End
End

; ----------------------------------------------
; The death of a large structure
FXList FX_LargeStructureDeath

  Sound
    Name = BuildingDie
  End

  ; firey "heart" of the explosion
  ParticleSystem
    Name = MammothTankSubExplosionSmoke
    Count = 2
    Radius = 20 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 0 200 UNIFORM
  End

  ; grey "dusty" clouds
  ParticleSystem
    Name = StructureExplosionSmoke
    Count = 3 ; 4
    Radius = 10 40 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 0 200 UNIFORM
  End
  ParticleSystem
    Name = StructureSubExplosionSmoke 
    Count = 5
    Radius = 15 50 UNIFORM
    Height = 0 40 UNIFORM
    InitialDelay = 167 1000 UNIFORM
  End
  ParticleSystem
    Name = StructureExplosionDebris
  End
  ParticleSystem
    Name = LargeStructureExplosionShockwave
  End

  ViewShake 
    Type = STRONG
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 72
  End

End

; -----------------------------------------------------------------------------
; The death of a command center
; -----------------------------------------------------------------------------
FXList FX_CommandCenterDeath
  ; firey "heart" of the explosion
  ParticleSystem
    Name = MammothTankSubExplosionSmoke
    Count = 2
    Radius = 20 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 0 200 UNIFORM
  End

  ; grey "dusty" clouds
  ParticleSystem
    Name = StructureExplosionSmoke
    Count = 3 ; 4
    Radius = 10 40 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 0 200 UNIFORM
  End
  ParticleSystem
    Name = StructureSubExplosionSmoke 
    Count = 5
    Radius = 15 50 UNIFORM
    Height = 0 40 UNIFORM
    InitialDelay = 167 1000 UNIFORM
  End
  ParticleSystem
    Name = StructureExplosionDebris
  End
  ParticleSystem
    Name = LargeStructureExplosionShockwave
  End
  ViewShake 
    Type = SEVERE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 85
  End
End

; -----------------------------------------------------------------------------
; The start of a Asian TV Station death
; -----------------------------------------------------------------------------
FXList FX_AsianTVStationDeath

  ; firey heard explosion at repair bay
  ParticleSystem
    Name = SubExplosionSmoke01
    Offset = X:-30 Y:15: Z:10
    Count = 2
    Radius = 1 8 UNIFORM
    Height = 1 8 UNIFORM
    InitialDelay = 100 200 UNIFORM
  End

  ; firey heard explosion at repair bay
  ParticleSystem
    Name = SubExplosionSmoke01
    Offset = X:30 Y:15: Z:10
    Count = 2
    Radius = 1 8 UNIFORM
    Height = 1 8 UNIFORM
    InitialDelay = 100 200 UNIFORM
  End

  ; firey heard explosion at repair bay
  ParticleSystem
    Name = SubExplosionSmoke01
    Offset = X:30 Y:-15: Z:10
    Count = 2
    Radius = 1 8 UNIFORM
    Height = 1 8 UNIFORM
    InitialDelay = 100 200 UNIFORM
  End

  ; firey heard explosion at repair bay
  ParticleSystem
    Name = SubExplosionSmoke01
    Offset = X:-30 Y:-15: Z:10
    Count = 2
    Radius = 1 8 UNIFORM
    Height = 1 8 UNIFORM
    InitialDelay = 100 200 UNIFORM
  End

End

; -----------------------------------------------------------------------------
; The start of a war factory death
; -----------------------------------------------------------------------------
FXList FX_AmericaWarFactoryDeathStart

  ; shake the screen a bit
  ViewShake 
    Type = NORMAL
  End

End

; -----------------------------------------------------------------------------
; The final death of a war factory
; -----------------------------------------------------------------------------
FXList FX_AmericaWarFactoryDeathFinal

  ; square shockwave around base of structure
  ParticleSystem
    Name = LargeSquareShockwave
    OrientToObject = Yes
  End

  ; firey heard explosion at above entrance arc
  ParticleSystem
    Name = SubExplosionSmoke01
    Offset = X:30 Y:-30: Z:10
    Count = 1
    Radius = 1 8 UNIFORM
    Height = 1 8 UNIFORM
    InitialDelay = 200 400 UNIFORM
  End

  ; grey "dusty" clouds
  ParticleSystem
    Name = StructureExplosionSmoke
    Offset = X:0 Y:0 Z:10
    Count = 3
    Radius = 10 40 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 0 200 UNIFORM
  End
  
  ; lighter than dusty clouds support smoke puffs
  ParticleSystem
    Name = StructureSubExplosionSmoke 
    Count = 5
    Radius = 15 50 UNIFORM
    Height = 0 40 UNIFORM
    InitialDelay = 267 1000 UNIFORM
  End 

  ; shake the screen
  ViewShake 
    Type = STRONG
  End
  
  ; play a sound
  Sound
    Name = BuildingDie
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 70
  End
  
End

; -----------------------------------------------------------------------------
; The opening of the ChinaNuclearMissileLauncher door
; -----------------------------------------------------------------------------
FXList ChinaNuclearMissileLauncherDoorOpen
  Sound
    Name = BuildingNeutronMissileOpen
  End
End

; -----------------------------------------------------------------------------
; The launching of the ChinaNuclearMissileLauncher missile
; -----------------------------------------------------------------------------
FXList ChinaNuclearMissileLauncherLaunch
  Sound
    Name = BuildingNeutronMissileLaunch
  End
End

; ----------------------------------------------
FXList FX_ABPowerPlantExplode
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
End

; ----------------------------------------------
FXList FX_ABStingerSiteExplode
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = SmallStructureExplosionShockwave
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End
End

; ----------------------------------------------
FXList FX_ABTunnelNetworkExplode
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = SmallStructureExplosionShockwave
  End
  ParticleSystem
    Name = StructureExplosionSmallDebris
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End
End

; ----------------------------------------------
FXList FX_TankerTruckExplode
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = SootySmokeColumn
    Offset = X:20 Y:0 Z:0
  End
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = BarrelExplosionDebris
    Count = 3
    Radius = 0 10 UNIFORM
    InitialDelay = 167 1000 UNIFORM
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Count = 10
    Radius = 15 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 167 3000 UNIFORM
  End
  ParticleSystem
    Name = TankerTruckExplosionShockwave
  End
  Sound
    Name = GasStationDie
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 27
  End
End

; ----------------------------------------------
FXList FX_CarWallSmoke
  ParticleSystem
    Name = HumveeSubExplosionSmoke
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList FX_CarWallSpark
  ParticleSystem
    Name = FlatSparkSprayLineBurst
    Offset = X:0 Y:0 Z:10
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList FX_BigRigExplode
  Sound
    Name = GasStationDie
  End
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = MammothTankExplosionShockwave
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 10
  End
End

; ----------------------------------------------
FXList FX_CarCrush
  Sound
    Name = CarCrush
  End
  ParticleSystem
    Name = CarCrushSmoke
  End
  ParticleSystem
    Name = CarCrushDebris
  End
End

; ----------------------------------------------
FXList FX_PropCrush
  Sound
    Name = CarCrush
  End
  ParticleSystem
    Name = PuffLarge
  End
  ParticleSystem
    Name = CarCrushDebris
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 10
  End
End

; ----------------------------------------------
FXList FX_PropExplode
  ;Sound
  ;  Name = CarCrush
  ;End
  ParticleSystem
    Name = PuffLarge
  End
  ParticleSystem
    Name = CarCrushDebris
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 10
  End
End

; ----------------------------------------------
FXList FX_GenericCarExplode
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = Explosion
  End
  ParticleSystem
    Name = ExplosionSmoke
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 8
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
FXList FX_TerroristExplode
  Sound
    Name = TerroristSuicides
  End
  ParticleSystem
    Name = Explosion
  End
  ParticleSystem
    Name = ExplosionSmoke
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
End

; ----------------------------------------------
FXList FX_LimoExplode
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = LimoExplosion
  End
  ParticleSystem
    Name = LimoExplosionArms
    Offset = X:12 Y:0 Z:0
  End
  ParticleSystem
    Name = LimoExplosionArms
    Offset = X:-12 Y:0 Z:0
  End
  ParticleSystem
    Name = LimoExplosionSmoke
  End
  Sound
    Name = Explosion
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 12
  End
End

; ----------------------------------------------
FXList FX_LimoDamageTransition
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = LimoTransitionExplosion
  End
  Sound
    Name = VehicleDamagedState
  End
End

; ----------------------------------------------
FXList FX_PoliceCarExplode
  Sound
    Name = CarDie
  End
  Sound
    Name = PoliceCarDie
  End
  ParticleSystem
    Name = Explosion
  End
  ParticleSystem
    Name = ExplosionSmoke
  End
  ParticleSystem
    Name = HotPillarArms
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 10
  End
End

; ----------------------------------------------
FXList FX_StoneWallTopple
  ; @todo srj need better everything
  Sound
    Name = WallStoneDie
  End
End

; ----------------------------------------------
FXList FX_ConcreteWallTopple
  Sound
    Name = WallStoneDie
  End
End

; ----------------------------------------------
FXList FX_BrickWallTopple
  ; @todo srj need better everything
  Sound
    Name = WallStoneDie
  End
End

; ----------------------------------------------
FXList FX_WoodWallTopple
  ; @todo srj need better everything
  Sound
    Name = WallWoodDie
  End
End

; ----------------------------------------------
FXList FX_SandWallTopple
  ; @todo srj need better everything
  Sound
    Name = WallSandDie
  End
End

; ----------------------------------------------
FXList FX_SandbagPileGoesPoof
  ParticleSystem
    Name = PuffSmall
  End
  Sound
    Name = WallSandDie
  End
End

; ----------------------------------------------
FXList FX_GenericWallSegmentDeath
  ; @todo srj need better everything
  ParticleSystem
    Name = PuffSmall
  End
  ParticleSystem
    Name = StructureExplosionDebris
  End
  Sound
    Name = WallStoneDie
  End
End

; ----------------------------------------------
FXList FX_ToppleTree
  Sound
    Name = CrushTree
  End
End

; ----------------------------------------------
FXList FX_ToppleStreetSign
  Sound
    Name = StreetSignImpact
  End
End

; ----------------------------------------------
FXList FX_ToppleLampPost
  Sound
    Name = LampPostShear
  End
End

; ----------------------------------------------
FXList FX_TreeBounce
  Sound
    Name = TreeBounce
  End
  ParticleSystem
    Name = TreeBounceDust
    Offset = X:0 Y:0 Z:25
  End
End

; ----------------------------------------------
FXList FX_OptTreeBounce
  Sound
    Name = TreeBounce
  End
  ParticleSystem
    Name = TreeBounceDust
    Offset = X:0 Y:0 Z:0
  End
End

; ----------------------------------------------
FXList FX_LampPostBounce
  Sound
    Name = LampPostBounce
  End
End

; ----------------------------------------------
FXList FX_ChainLinkFenceTopple
  Sound
    Name = WallMetalDie
  End
End


; ----------------------------------------------
FXList FX_ChainLinkFenceBounce
  Sound
    Name = LampPostBounce
  End
  ParticleSystem
    Name = TreeBounceDust
    Offset = X:0 Y:0 Z:25
  End
End

; -----------------------------------------------------------------------------------
; An explosive barrel
FXList FX_BarrelDeathExplosion
  ParticleSystem
    Name = BarrelExplosion
  End
  ParticleSystem
    Name = BarrelExplosionShockwave
  End
  ParticleSystem
    Name = BarrelExplosionDebris
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = ExplosionBarrel
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 16
  End
End

; -----------------------------------------------------------------------------------
FXList CINE_WeaponFX_CruiseMissile
  ParticleSystem
    Name = StructureTransitionMediumExplosion
  End
  ParticleSystem
    Name = StructureTransitionMediumFlare
  End
  ParticleSystem
    Name = StructureTransitionMediumShockwave
  End
  ParticleSystem
    Name = StructureTransitionMediumSmoke
  End
  ViewShake 
    Type = SEVERE
  End
  Sound
    Name = CINE_ExplosionBarrel01
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 50
  End
End

; -----------------------------------------------------------------------------------
; A cinematic explosive barrel used in GLA05 for the bridge explosion
FXList FX_CINE_BarrelDeathExplosion01
  ParticleSystem
    Name = BarrelExplosion
  End
  ParticleSystem
    Name = BarrelExplosionShockwave
  End
  ParticleSystem
    Name = BarrelExplosionDebris
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = CINE_ExplosionBarrel01
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 16
  End
End


; -----------------------------------------------------------------------------------
; A cinematic explosive barrel used in GLA05 for the bridge explosion
FXList FX_CINE_BarrelDeathExplosion02
  ParticleSystem
    Name = BarrelExplosion
  End
  ParticleSystem
    Name = BarrelExplosionShockwave
  End
  ParticleSystem
    Name = BarrelExplosionDebris
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = CINE_ExplosionBarrel02
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 16
  End
End

; -----------------------------------------------------------------------------------
FXList FX_PatriotMissileIgnition
  Sound
    Name = NoSound
  End
  ParticleSystem
    Name = PatriotMissileIgnitionCloud
    OrientToObject = Yes
  End 

End 
    

; -----------------------------------------------------------------------------------
FXList WeaponFX_PatriotMissileDetonation
  Sound
    Name = NoSound
  End
  ParticleSystem
    Name = PatriotMissileDetonationExplosion
    OrientToObject = Yes
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End 

End 
; -----------------------------------------------------------------------------------
FXList FX_NeutronMissileLaunch
  ParticleSystem
    Name = NeutronMissleLaunch 
  End 
End

; -----------------------------------------------------------------------------------
FXList FX_NeutronMissileIgnition
  Sound
    Name = NoSound
  End
End

; -----------------------------------------------------------------------------------
FXList FX_NapalmMissileIgnition
  Sound
    Name = NoSound
  End
End

; -----------------------------------------------------------------------------------
FXList FX_JetMissileIgnition
  Sound
    Name = AuroraJetMissileWeapon
  End
End

; -----------------------------------------------------------------------------------
FXList FX_A10ThunderboltMissileIgnition
  Sound
    Name = A10ThunderboltMissileWeaponSound
  End
End


; -----------------------------------------------------------------------------------
FXList FX_StingerMissileIgnition
  ;Note: No sound here, as we are already playing one in the 
  ;weapon definition
  ;Sound
  ;  Name = StingerMissileWeapon
  ;End
  ParticleSystem
    Name = StingerMissileBackblast
    OrientToObject = Yes    
  End
End

; -----------------------------------------------------------------------------------
FXList FX_BuggyMissileIgnition
  ParticleSystem
    Name = MissileBackblast
    OrientToObject = Yes    
  End
  ParticleSystem
    Name = MissileBackblastClouds
    OrientToObject = Yes    
  End
End

; -----------------------------------------------------------------------------------
FXList FX_MissileDefenderMissileIgnition
  ParticleSystem
    Name = MissileDefenderMissileBackblast
    OrientToObject = Yes    
  End
End

; -----------------------------------------------------------------------------------
FXList FX_InfantryStingerMissileIgnition
  ParticleSystem
    Name = InfantryStingerMissileBackblast
    OrientToObject = Yes    
  End
End


; -----------------------------------------------------------------------------------
FXList FX_HumveeMissileIgnition
  ParticleSystem
    Name = TowMissileBackblast
    Offset = X:-15 Y:0 Z:0
    OrientToObject = Yes    
  End
End

; ----------------------------------------------
FXList FX_StructureDamaged
  Sound
    Name = BuildingImpactHeavy
  End
  ViewShake 
    Type = NORMAL
  End
  ParticleSystem
    Name = StructureDamagedFlash
  End
  ParticleSystem
    Name = StructureDamagedSmoke
  End
  ParticleSystem
    Name = StructureDamagedDebris
  End
End

; ----------------------------------------------
FXList FX_StructureDamagedNoShake
  Sound
    Name = BuildingDamage
  End
  ParticleSystem
    Name = StructureDamagedFlash
  End
  ParticleSystem
    Name = StructureDamagedSmoke
  End
  ParticleSystem
    Name = StructureDamagedDebris
  End
End

; ----------------------------------------------
FXList FX_StructureDamagedFlameNoShake
  Sound
    Name = NoSound
  End
  ParticleSystem
    Name = StructureDamagedFlash
  End
  ParticleSystem
    Name = StructureDamagedSmoke
  End
  ParticleSystem
    Name = StructureDamagedDebris
  End
End

; ----------------------------------------------
FXList WeaponFX_ComancheAntiTankMissileDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 24
  End
End

; ----------------------------------------------
FXList WeaponFX_ComancheRocketPodRocketDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 26
  End
End

; ----------------------------------------------
FXList WeaponFX_RocketBuggyMissileDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ParticleSystem
    Name = BuggyMissileExplosionLenzflare
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 23
  End
End

;----------------------------------------------
FXList WeaponFX_EMPRocketDetonation

  ParticleSystem 
    Name = EMPPatriotLensFlare
  End
  ParticleSystem 
    Name = EMPPatriotLensFlare2
    Offset = X:0.0 Y:0.0 Z:2.0
  End
  ParticleSystem 
    Name = EMPPatriotRing
  End
  Sound
    Name = ExplosionPatriotEMP
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 25
  End
End

; ----------------------------------------------
FXList WeaponFX_SCUDMissileDetonationAnthrax
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = ScudMissleLauncherAnthraxExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = ScudMissleLauncherAnthraxLenzFlare
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = ScudMissleLauncherAnthraxExplosionTrailArms
    Offset = X:0.0 Y:0.0 Z:15.0
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

End

; ----------------------------------------------
FXList WeaponFX_SCUDMissileDetonationToxin
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = ScudMissleLauncherToxinExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = ScudMissleLauncherToxinLenzFlare
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = ScudMissleLauncherToxinExplosionTrailArms
    Offset = X:0.0 Y:0.0 Z:15.0
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

End

; ----------------------------------------------
FXList WeaponFX_TomahawkMissileDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 35
  End
End


; ----------------------------------------------
FXList WeaponFX_HumveeMissileDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
;  ParticleSystem
;    Name = BuggyMissileDebris
;  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
End

; ----------------------------------------------
FXList WeaponFX_DragonTankMissileDetonation
  ParticleSystem 
    Name = FlamethrowerTarget
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = FlameThrowerSpray
    OrientToObject = Yes
  End
  ParticleSystem
    Name = HotPillarArms
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 14
  End
End

; ----------------------------------------------
FXList WeaponFX_DragonTankMissileDetonationUpgraded
  ParticleSystem 
    Name = FlamethrowerTargetUpgraded
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = FlameThrowerSprayUpgraded
    OrientToObject = Yes
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 32
  End
End

; ----------------------------------------------
FXList FX_RaptorMidAirCrashingExplosion
  ParticleSystem
    Name = BuggyMissileExplosion
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ParticleSystem
    Name = BuggyMissileDebris
  End
  ViewShake 
    Type = STRONG
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
FXList FX_RaptorCrashExplosion
  ParticleSystem
    Name = LargeStructureExplosionShockwave
  End
  ParticleSystem
    Name = ExplosionLarge01
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 50
  End
End


; ----------------------------------------------
FXList WeaponFX_ToxinTruckMissileDetonation
  ParticleSystem 
    Name = ToxinTarget
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = ToxinPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
  ;TerrainScorch
    ;Type = RANDOM 
    ;Radius = 8
  ;End
End
; ----------------------------------------------
FXList WeaponFX_ToxinTruckMissileDetonationUpgraded
  ParticleSystem 
    Name = AnthraxTarget
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = AnthraxPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
  ;TerrainScorch
    ;Type = RANDOM 
    ;Radius = 10
  ;End
End


; ----------------------------------------------
FXList WeaponFX_CleanupToxinDetonation
  ParticleSystem 
    Name = CleanupTarget
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = CleanupPuddle
    CreateAtGroundHeight = Yes ; This flag overrides given height offsets
  End
End

; ----------------------------------------------
FXList WeaponFX_ToxinTruckSprayNozzle
  ParticleSystem 
    Name = ToxinSpray
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = ToxinPuddle
    CreateAtGroundHeight = Yes 
  End
End

; ----------------------------------------------
FXList WeaponFX_ToxinTruckSprayGround
  ParticleSystem 
    Name = ToxinPuddleLarge
    CreateAtGroundHeight = Yes
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
  End
End

; ----------------------------------------------
FXList WeaponFX_ToxinTruckSprayNozzleUpgraded
  ParticleSystem 
    Name = AnthraxSpray
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = AnthraxPuddle
    CreateAtGroundHeight = Yes 
  End
End

; ----------------------------------------------
FXList WeaponFX_ToxinTruckSprayGroundUpgraded
  ParticleSystem 
    Name = AnthraxPuddleLarge
    CreateAtGroundHeight = Yes
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
  End
End

; ----------------------------------------------
FXList WeaponFX_StingerMissileDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
FXList WeaponFX_MineDetonation
  Sound
    Name = MineExplosion
  End
  ParticleSystem
    Name = MineDebris
  End
  ParticleSystem
    Name = MineSmoke
  End
  ParticleSystem
    Name = MineFlash
    Offset = X:0.0 Y:0.0 Z:1.0
  End
 ; ParticleSystem
    ;Name = SparksSmall
  ;End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 21
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
FXList WeaponFX_WorkerMineDisarming
  Sound
    Name = MineClearedByWorker
  End
  ParticleSystem
    Name = MineDisarmingSmoke
  End
  ParticleSystem
    Name = MineDisarmingFlash
    Offset = X:0.0 Y:0.0 Z:1.0
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 16
  End
  ViewShake 
    Type = NORMAL
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
; mine is disarmed with a subtle "whoomp"... 
; used when a dozer detonates one to disarm it
FXList WeaponFX_DozerMineDisarming
  Sound
    Name = MineClearedByDozer
  End
  ParticleSystem
    Name = MineDisarmingSmoke
  End
  ParticleSystem
    Name = MineDisarmingFlash
    Offset = X:0.0 Y:0.0 Z:1.0
  End
  ParticleSystem
    Name = MineDisarmingDebris
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
  ViewShake 
    Type = NORMAL
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
FXList WeaponFX_SuicideDynamitePackDetonation
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = ArmExplosionSmall01
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
End

; ----------------------------------------------
FXList WeaponFX_SuicideDynamitePackDetonationPlusFire
  Sound
    Name = TerroristSuicides
  End
  ParticleSystem
    Name = Explosion
  End
  ParticleSystem
    Name = ExplosionSmoke
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = ArmExplosionSmall01
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 19
  End
End


;---------------------------------------------------------------
;*******************Required For CHI01_INTRO********************
FXList WeaponFX_CINEConvoyNuke

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionNeutron
  End

  ParticleSystem
    Name = NukeFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
     Name = NukeMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
    Name = NukeMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:105.0
  End

  ParticleSystem
    Name = NukeRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    ;Offset = X:0.0 Y:0.0 Z:45.0
    Offset = X:0.0 Y:0.0 Z:15.0
  End

  ParticleSystem
    Name = NukeShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeMushroomStem
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeShockwave
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:50.0
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 250
  End

End

; ----------------------------------------------
FXList WeaponFX_TNTStickyBombDetonation
  ParticleSystem
    Name = LargeStructureExplosionShockwave
  End
  ParticleSystem
    Name = ExplosionLarge01
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
  Sound
    Name = BombTruckDefaultBombDetonation
  End
End

; ----------------------------------------------
FXList FX_BoobyTrapExplosion
  ParticleSystem
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Name = BoobyTrapSmoke
  End
  ParticleSystem
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Name = boobyTrapExplosion
  End
  ViewShake 
    Type = STRONG
  End
  Sound
    Name = BombTruckDefaultBombDetonation
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 32
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
FXList FX_GLADemoTrapWarning
  Sound
    Name = GLADemoChargeAlarm
  End
End

; ----------------------------------------------
FXList WeaponFX_DemoTrapDetonation
  Sound
    Name = DemoTrapExplosion
  End
  ParticleSystem
    Name = BombTruckDefaultExplosionArms
  End
  ParticleSystem
    Name = DemoTrapLenzFlare
  End
  ParticleSystem
    Name = BombTruckHEShockwave
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 21
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
End

; ----------------------------------------------
FXList CINE_WeaponFX_DemoTrapDetonation
  Sound
    Name = ExplosionMiniNuke
  End
  ParticleSystem
    Name = LargeStructureExplosionShockwave
  End
  ParticleSystem
    Name = ExplosionLarge01
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 50
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
FXList WeaponFX_RangerFlashBangGrenadeDetonation
  ParticleSystem
    Name = FlashBangNormal
    Offset = X:0 Y:0 Z:4
  End
  ParticleSystem
    Name = FlashBangNormalSpark
  End
  Sound
    Name = ExplosionFlashBang
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  TerrainScorch
    Type = RANDOM 
    Radius = 13
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------------------------------------
; DaisyCutter explodes and sprays gas into the air
; ----------------------------------------------------------------------------
FXList FX_DaisyCutterExplode
  ParticleSystem
    Name             = BuggySubExplosion
  End
  ParticleSystem
    Name             = DaisyExplosionGasSpray
  End
  ParticleSystem
    Name             = DaisyExplosionScatter
    AttachToObject   = Yes
    InitialDelay     = 500 500 UNIFORM
  End
  Sound
    Name = DaisyCutterGas
  End
End

; ----------------------------------------------------------------------------
; DaisyCutter gas ignition sequence
; ----------------------------------------------------------------------------
FXList FX_DaisyCutterIgnite
  ParticleSystem
    Name         = DaisyExplosionScatterIgnite1
  End
  ParticleSystem
    Name         = DaisyExplosionScatterIgnite2
    InitialDelay = 500 500 UNIFORM
  End
  ParticleSystem
    Name         = DaisyFlameShockwave
    InitialDelay = 1000 1000 UNIFORM
  End
  Sound
    Name = DaisyCutterIgnite
  End
End

; ----------------------------------------------------------------------------
; DaisyCutter final explosion wave
; ----------------------------------------------------------------------------
FXList FX_DaisyCutterFinalExplosion
  Sound
    Name = ExplosionDaisyCutter
  End
  ViewShake 
    Type = SEVERE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 90
  End 
End


; ----------------------------------------------------------------------------
; Leaflets drop
; ----------------------------------------------------------------------------
FXList FX_LeafletsDrop
  ParticleSystem
    Name             = LeafletParticles1
  End
  ParticleSystem
    Name             = LeafletParticles1
    InitialDelay     = 500 500 UNIFORM
  End
  Sound
    Name = LeafletDrop
  End
End



; ----------------------------------------------------------------------------
; MOAB explodes and sprays gas into the air
; ----------------------------------------------------------------------------
FXList FX_MOABExplode
  ParticleSystem
    Name             = SpectreHowitzerExplosionArms
  End
  ParticleSystem
    Name             = MOABExplosionGasSpray
  End
  ParticleSystem
    Name             = DaisyExplosionScatter
    AttachToObject   = Yes
    InitialDelay     = 500 500 UNIFORM
  End
  Sound
    Name = DaisyCutterGas
  End
End

; ----------------------------------------------------------------------------
; MOAB gas ignition sequence
; ----------------------------------------------------------------------------
FXList FX_MOABIgnite
  ParticleSystem
    Name         = DaisyExplosionScatterIgnite1
  End
  ParticleSystem
    Name         = DaisyExplosionScatterIgnite2
    InitialDelay = 500 500 UNIFORM
  End
  ParticleSystem
    Name         = DaisyFlameShockwave
    InitialDelay = 1000 1000 UNIFORM
  End
  Sound
    Name = DaisyCutterIgnite
  End
End

; ----------------------------------------------------------------------------
; MOAB final explosion wave
; ----------------------------------------------------------------------------
FXList FX_MOABFinalExplosion
  Sound
    Name = ExplosionDaisyCutter
  End
  ViewShake 
    Type = SEVERE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 116
  End 
End






; ----------------------------------------------------------------------------
; GLA Death #1
; Catches fire and burns for a random time
; Shoots off fake missiles at random
; Explodes
; ----------------------------------------------------------------------------
FXList FX_RocketBuggyCatchFire
  ParticleSystem
    Name = BuggyFire
    AttachToObject = Yes    
  End
End

FXList FX_BuggyMissileDebris
  ParticleSystem
    Name = MissileExhaust
    AttachToObject = Yes    
  End
End

FXList FX_BuggyDeathExplosion
  ParticleSystem
    Name = BuggyExplosion
  End
  ParticleSystem
    Name = BuggyExplosionDebris
  End
  ViewShake 
    Type = SUBTLE
  End
  Sound
    Name = CarDie
  End
End

FXList FX_BuggyTurretExplode
  ParticleSystem
    Name = BuggyTurretExplosion
    OrientToObject = Yes
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 12
  End
End

; ----------------------------------------------------------------------------
; GLARocketBuggy Death #2
; Explosion throws buggy-like debris into air
; Random air time
; Debris explodes into chunks and tires
; ----------------------------------------------------------------------------
FXList FX_RocketBuggyAirDeathAirPart
  ParticleSystem
    Name = BuggyNewAirDeathExplosionAirPart
  End
  ParticleSystem
    Name = BuggyNewExplosionLenzflare
  End
  ParticleSystem
    Name = BuggyNewAirDeathSubExplosionSmoke 
    Count = 3
    Radius = 15 30 UNIFORM
    Height = 0 20 UNIFORM
    InitialDelay = 167 667 UNIFORM
  End
  Sound
    Name = CarDie
  End
End

FXList FX_RocketBuggyAirDeathGroundPart
  ParticleSystem
    Name = BuggyExplosionAirDeathGroundPart
  End
  ParticleSystem
    Name = BuggyNewExplosionShockwave
  End
  ParticleSystem
    Name = BuggyExplosionSmokeAirDeathGroundPart
  End
  ParticleSystem
    Name = BuggyNewExplosionLenzflare
  End
  ParticleSystem
    Name = BuggyDebrisTrail
    AttachToObject = Yes    
  End
  Sound
    Name = CarDie
  End
End

; ----------------------------------------------------------------------------
FXList FX_TechnicalAirDeathGroundPart
  ParticleSystem
    Name = BuggyExplosionAirDeathGroundPart
  End
  ParticleSystem
    Name = BuggyNewExplosionShockwave
  End
  ParticleSystem
    Name = BuggyExplosionSmokeAirDeathGroundPart
  End
  ParticleSystem
    Name = BuggyNewExplosionLenzflare
  End
  ParticleSystem
    Name = BuggyDebrisTrail
    AttachToObject = Yes    
  End
  Sound
    Name = CarDie
  End
  Sound
    Name = TechnicalVoiceDie
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 12
  End
End

; ----------------------------------------------------------------------------
; Scout Drone Death Stuff
; Just a small explosion
; ----------------------------------------------------------------------------

FXList FX_AmericaScoutDroneExplode
  ParticleSystem
    Name = ScoutDroneExplosion
    OrientToObject = Yes
  End

  ParticleSystem
    Name = HotPillarArms
  End

  Sound
    Name = ScoutDroneDie
  End
End

; ----------------------------------------------------------------------------
; Battle Drone Death Stuff
; Just a small explosion
; ----------------------------------------------------------------------------

FXList FX_AmericaBattleDroneExplode
  ParticleSystem
    Name = BattleDroneExplosion
    OrientToObject = Yes
  End

  ParticleSystem
    Name = HotPillarArms
  End

  Sound
    Name = BattleDroneDie
  End
End

; ----------------------------------------------------------------------------
; GLARocketBuggy Death #3
; Just a big explosion
; ----------------------------------------------------------------------------
FXList FX_BuggyNewDeathExplosion
  ParticleSystem
    Name = BuggyNewExplosionSmoke
  End
  ParticleSystem
    Name = SpectreHowitzerExplosionCloud
  End
  ParticleSystem
    Name = SpectreHotPillarArmFlame
  End
  ParticleSystem
    Name = BuggyNewExplosionDebris2
  End
  ParticleSystem
    Name = BuggyNewExplosionShockwave
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  Sound
    Name = CarDie
  End 
End

;-----------------------------------------------

FXList FX_BuggyNew_DeathEffect
  ParticleSystem
    Name = BuggyNewExplosionArms
  End
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 13
  End
End

; ----------------------------------------------
FXList WeaponFX_ToppledStructureShockwave
  ParticleSystem
    Name = Explosion
  End
  ParticleSystem
    Name = ExplosionSmoke
  End
End

FXList FX_DefaultStructureCrushing
  ParticleSystem
    Name = CrushingBuildingExplosion
  End
  ParticleSystem
    Name = StructureToppleShockwave
  End
  ParticleSystem
    Name = StructureToppleCrushingSmoke
  End
  ViewShake 
    Type = NORMAL
  End
End

FXList FX_DefaultStructureToppling
  Sound
    Name = BuildingDamage
  End
  ParticleSystem
    Name = CrushingBuildingExplosion
  End
  ParticleSystem
    Name = StructureToppleShockwave
  End
End

FXList FX_DefaultStructureToppleDone
  Sound
    Name = BuildingDestroyStone
  End
End

FXList FX_DefaultStructureToppleStart
  ParticleSystem
    Name = StructureToppleStartExplosion
  End
  ParticleSystem
    Name = StructureToppleStartShockwave
  End
End

FXList FX_DefaultStructureSecondary
  ParticleSystem
    Name = StructureToppleSecondaryExplosion
  End
End

FXList FX_DefaultStructureToppleDelay
  Sound
    Name = BuildingToppleDelayStone
  End
  ParticleSystem
    Name = StructureToppleDelayExplosion
  End
End

FXList FX_StructureToppleAngle20
  Sound
    Name = BuildingFallingStone
  End
End

;--------------------------------------------------------
; Small Structure Collapse FX
;--------------------------------------------------------
FXList FX_SmallTowerCrushing
  ParticleSystem
    Name = SmallCrushingBuildingExplosion
  End
  ParticleSystem
    Name = SmallStructureToppleShockwave
  End
  ParticleSystem
    Name = SmallStructureToppleCrushingSmoke
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 17
  End
End


;--------------------------------------------------------
; Structure Collapse FX
;--------------------------------------------------------
FXList FX_StructureCollapseInitial
  Sound
    Name = BuildingDamage
  End
  ParticleSystem
    Name = StructureCollapseInitialExplosion
  End
  ParticleSystem
    Name = StructureCollapseInitialShockwave
  End
End

FXList FX_StructureCollapseDelay
  Sound
    Name = BuildingCollapse1
  End
  ParticleSystem
    Name = StructureCollapseDelayExplosion
  End
  ParticleSystem
    Name = StructureCollapseDelayShockwave
  End
End

FXList FX_StructureCollapseBurst
  Sound
    Name = BuildingCollapse2
  End
  ParticleSystem
    Name = StructureCollapseBurstExplosion
  End
  ParticleSystem
    Name = StructureCollapseBurstFlash
  End
  ParticleSystem
    Name = StructureCollapseBurstShockwave
  End
End

FXList FX_StructureCollapseFinal
  Sound
    Name = BuildingCollapse3
  End
  ParticleSystem
    Name = StructureCollapseFinalExplosion
  End
  ParticleSystem
    Name = StructureCollapseFinalShockwave
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
End

; -----------------------------------------------------------------------------
; Helicopter starting death sequence
; -----------------------------------------------------------------------------
FXList FX_ComancheStartDeath
  ParticleSystem
    Name = SubExplosionSmoke02
    Offset = X:0 Y:0 Z:5
  End
  Sound
    Name = ComancheDie
  End
  Sound
    Name = ComancheVoiceFalling
  End

End

; -----------------------------------------------------------------------------
; Helicopter starting death sequence
; -----------------------------------------------------------------------------
FXList FX_ChinookStartDeath
  ParticleSystem
    Name = SubExplosionSmoke02
    Offset = X:0 Y:0 Z:5
  End
  Sound
    Name = ComancheDie
  End
  Sound
    Name = ChinookVoiceFalling
  End

End

; -----------------------------------------------------------------------------
; Helicopter starting death sequence
; -----------------------------------------------------------------------------
FXList FX_HelicopterStartDeath
  ParticleSystem
    Name = SubExplosionSmoke02
    Offset = X:0 Y:0 Z:5
  End
  Sound
    Name = ComancheDie
  End

End

; -----------------------------------------------------------------------------
; Helicopter "blade" explosion phase in a chopper spirialing down to death
; -----------------------------------------------------------------------------
FXList FX_HelicopterBladeExplosion
  ParticleSystem
    Name = TankStruckSparks
    Count = 5
    Radius = 5 5 UNIFORM
  End
  Sound
    Name = ComancheSpinExplosion
  End 
End

; -----------------------------------------------------------------------------
; The helicopter hit ground effect
; -----------------------------------------------------------------------------
FXList FX_HelicopterHitGround
  ParticleSystem
    Name = CarCrushDebris
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  Sound
    Name = ComancheCrash
  End 
  ViewShake 
    Type = SUBTLE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 17
  End
End

;--------------------------------------

FXList FX_HelicopterHitGroundGlobal
  ParticleSystem
    Name = CarCrushDebris
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  Sound
    Name = ComancheCrash
  End 
  ViewShake 
    Type = SUBTLE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 19
  End
End

; -----------------------------------------------------------------------------
; The helicopter on the ground finally blows up effect
; -----------------------------------------------------------------------------
FXList FX_GroundedHelicopterBlowUp
  ParticleSystem
    Name = ArmExplosionSmall01
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Count = 3
    Radius = 5 5 UNIFORM
    InitialDelay = 100 100 UNIFORM
  End
  Sound
    Name = CarDie
  End
  ViewShake 
    Type = STRONG
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
End

; ----------------------------------------------
; The FXList that gets played at bone Fire01 when
; the GLA power plant goes to the damaged state.
; ----------------------------------------------
FXList FX_GLAPowerPlantDamagedExplosion1
  Sound
    Name = BuildingDamage
  End

   ; firey "heart" of the explosion
  ParticleSystem
    Name = GLAPowerPlantDamagedExplosion
    Count = 2
    InitialDelay = 0 200 UNIFORM
  End

  ; grey "dusty" clouds
  ParticleSystem
    Name = GLAPowerPlantDamagedShockwave
    InitialDelay = 0 200 UNIFORM
  End
End

; ----------------------------------------------
; The FXList that gets played at bone Fire02 when
; the GLA power plant goes to the damaged state.
; ----------------------------------------------
FXList FX_GLAPowerPlantDamagedExplosion2
  Sound
    Name = BuildingDamage
  End

  ; firey "heart" of the explosion
  ParticleSystem
    Name = GLAPowerPlantDamagedExplosion
    Count = 2
    InitialDelay = 0 200 UNIFORM
  End

  ; grey "dusty" clouds
  ParticleSystem
    Name = GLAPowerPlantDamagedShockwave
    InitialDelay = 0 200 UNIFORM
  End
End

; ----------------------------------------------
; The FXList that gets played at bone Fire03 when
; the GLA power plant goes to the damaged state.
; ----------------------------------------------
FXList FX_GLAPowerPlantDamagedExplosion3
  Sound
    Name = BuildingDamage
  End

  ; firey "heart" of the explosion
  ParticleSystem
    Name = GLAPowerPlantDamagedExplosion
    Count = 2
    InitialDelay = 0 200 UNIFORM
  End

  ; grey "dusty" clouds
  ParticleSystem
    Name = GLAPowerPlantDamagedShockwave
    InitialDelay = 0 200 UNIFORM
  End
End

; ----------------------------------------------
; Death FX list for the GLA power plant.
; ----------------------------------------------
FXList FX_GLAPowerPlantDeathStart
  Sound
    Name = BuildingDamage
  End

  ; firey "heart" of the explosion
  ParticleSystem
    Name = GLAPowerPlantDeathExplosion1
    Offset = X:-3.532 Y:30 Z:2
    Count = 2
  End

  ; grey "dusty" clouds
  ParticleSystem
    Name = GLAPowerPlantDeathShockwave2
    Offset = X:-3.532 Y:30 Z:2
  End

  ParticleSystem
    Name = GLAPowerPlantDeathExplosion1
    Offset = X:-9.08 Y:-8.547 Z:1
  End

  ParticleSystem
    Name = GLAPowerPlantDeathShockwave2
    Offset = X:-9.08 Y:-8.547 Z:1
  End

  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End

End

; ----------------------------------------------
; Death FX list for the GLA power plant.
; ----------------------------------------------
FXList FX_GLAPowerPlantDeathFinal
  Sound
    Name = BuildingDamage
  End

  ; firey "heart" of the explosion
  ParticleSystem
    Name = GLAPowerPlantDeathExplosion2
    Offset = X:-3.532 Y:30 Z:26.822
    Count = 2
  End

  ; grey "dusty" clouds
  ParticleSystem
    Name = GLAPowerPlantDeathShockwave2
    Offset = X:-3.532 Y:30 Z:26.822
  End

  ParticleSystem
    Name = GLAPowerPlantDeathExplosion2
    Offset = X:-9.08 Y:-8.547 Z:16.598
  End

  ViewShake
    Type = NORMAL
  End
End

; ----------------------------------------------

; ----------------------------------------------
FXList FX_DamWaterSpray01

  ParticleSystem
    Name = WaterSpraySplash
    OrientToObject = Yes    
    InitialDelay = 50 5000 UNIFORM   ;In milliseconds
  End

End

; ----------------------------------------------
FXList FX_Nuke

  ViewShake 
    Type = SEVERE
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 260
  End

  Sound
    Name = ExplosionNeutron
  End

  ParticleSystem
    Name = NukeFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
     Name = NukeMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
    Name = NukeMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:105.0
  End

  ParticleSystem
    Name = NukeRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    ;Offset = X:0.0 Y:0.0 Z:45.0
    Offset = X:0.0 Y:0.0 Z:15.0
  End

  ParticleSystem
    Name = NukeShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:30.0
  End

  ParticleSystem
    Name = NukeMushroomStem
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:30.0
  End

  ParticleSystem
    Name = NukeShockwave
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:30.0
  End

  ParticleSystem
    Name = NukeMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:50.0
  End

  ParticleSystem
    Name = NukeRadiationInitial
    InitialDelay = 3000 3000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

End

; ----------------------------------------------
FXList FX_BaikonurNuke

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionNeutron
  End

  ParticleSystem
    Name = NukeBaikonurFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
     Name = NukeBaikonurMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
    Name = NukeBaikonurMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:105.0
  End

  ParticleSystem
    Name = NukeBaikonurRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    ;Offset = X:0.0 Y:0.0 Z:45.0
    Offset = X:0.0 Y:0.0 Z:15.0
  End

  ParticleSystem
    Name = NukeBaikonurShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeBaikonurMushroomStem
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeBaikonurShockwave
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = NukeBaikonurMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:50.0
  End

End

; ----------------------------------------------
FXList FX_NukeGLA

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMiniNuke
  End

  ParticleSystem
    Name = NukeGLAFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
     Name = NukeGLAMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
    Name = NukeGLAMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:105.0
  End

  ParticleSystem
    Name = NukeGLARing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeGLABlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    ;Offset = X:0.0 Y:0.0 Z:45.0
    Offset = X:0.0 Y:0.0 Z:15.0
  End

  ParticleSystem
    Name = NukeGLAShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeGLAMushroomStem
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeGLAShockwave
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeGLAMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:50.0
  End

End

; ----------------------------------------------
FXList WeaponFX_SmallFireFieldWeapon
  ParticleSystem
    Name = FireFieldSmall
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
End

; ----------------------------------------------
FXList WeaponFX_SmallFireFieldWeaponUpgraded
  ParticleSystem
    Name = BlackFireFieldSmall
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 33
  End
End

; ----------------------------------------------
FXList WeaponFX_LargePoisonFieldWeapon
  ParticleSystem
    Name = PoisonFieldLarge
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList WeaponFX_MediumPoisonFieldWeapon
  ParticleSystem
    Name = PoisonFieldMedium
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList WeaponFX_SmallPoisonFieldWeapon
  ParticleSystem
    Name = PoisonFieldSmall
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList WeaponFX_LargePoisonFieldWeaponUpgraded
  ParticleSystem
    Name = AnthraxFieldLarge
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList WeaponFX_MediumPoisonFieldWeaponUpgraded
  ParticleSystem
    Name = AnthraxFieldMedium
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList WeaponFX_SmallPoisonFieldWeaponUpgraded
  ParticleSystem
    Name = AnthraxFieldSmall
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList WeaponFX_LargeRadiationFieldWeapon
  ParticleSystem
    Name = RadiationFieldLarge
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList WeaponFX_MediumRadiationFieldWeapon
  ParticleSystem
    Name = RadiationFieldMedium
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList WeaponFX_SmallRadiationFieldWeapon
  ParticleSystem
    Name = RadiationFieldSmall
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList FX_GLAViralOutbreak

;  ViewShake 
;    Type = SEVERE
;  End

;  Sound
;    Name = ExplosionMiniNuke
;  End

  ParticleSystem
    Name = GLAViralOutbreakClouds
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = GLAViralOutbreakFumes
    InitialDelay = 500 500 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:2.0
  End


End


; ----------------------------------------------
FXList FX_ParticleTestFX

End

; ----------------------------------------------
FXList WeaponFX_SCUDMissileDetonationExplosive

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = ScudMissleLauncherExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = ScudMissleLauncherLenzFlare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = ScudMissleLauncherExplosionTrailArms
    Offset = X:0.0 Y:0.0 Z:15.0
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 36
  End

End

; ----------------------------------------------
FXList FX_ChinaPowerPlantDeath

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMiniNuke
  End

  ParticleSystem
    Name = NukeCannonFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
     Name = NukeCannonMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = NukeCannonMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:45.0
  End

  ParticleSystem
    Name = NukeCannonRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeCannonBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = NukeCannonShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomStem
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonShockwave
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:35.0
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 40
  End

End

; ----------------------------------------------
FXList WeaponFX_NukeCannon

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMiniNuke
  End

  ParticleSystem
    Name = NukeCannonFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
     Name = NukeCannonMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = NukeCannonMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:45.0
  End

  ParticleSystem
    Name = NukeCannonRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeCannonBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = NukeCannonShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomStem
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:35.0
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 34
  End

End

; ----------------------------------------------
FXList WeaponFX_BaikonurRocket
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMiniNuke
  End

  ParticleSystem
    Name = NukeCannonFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
     Name = NukeCannonMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = NukeCannonMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:45.0
  End

  ParticleSystem
    Name = NukeCannonRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeCannonBlastWave
    InitialDelay = 500 500 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = NukeCannonShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomStem
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:35.0
  End

End

; ----------------------------------------------
FXList FX_CarpetBomb

 ViewShake 
    Type = SEVERE
  End

  ParticleSystem
    Name = UpgradeCarpetBombExplosion
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End 

  ParticleSystem
    Name = UpgradeCarpetBombWave
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End 

  ParticleSystem
    Name = UpgradeCarpetBombExplosionPuff
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

ParticleSystem
    Name = UpgradeCarpetBombLenzflare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  Sound
    Name = ExplosionCarpetBomb
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 37
  End
End

; ----------------------------------------------
FXList FX_CINE_CarpetBomb

 ViewShake 
    Type = SEVERE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 50
  End

  ParticleSystem
    Name = UpgradeCarpetBombExplosion
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End 

  ParticleSystem
    Name = UpgradeCarpetBombWave
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End 

  ParticleSystem
    Name = UpgradeCarpetBombExplosionPuff
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

ParticleSystem
    Name = UpgradeCarpetBombLenzflare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  Sound
    Name = ExplosionCarpetBomb
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 40
  End
End

; ----------------------------------------------
FXList FX_AuroraBombLaunch
  Sound
    Name = DaisyCutterWeapon
  End
End

; ----------------------------------------------
FXList FX_AuroraBombDetonate

  ParticleSystem
    Name = CarpetBombExplosion
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End 

  ParticleSystem
    Name = CarpetBombWave
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End 

  ParticleSystem
    Name = CarpetBombExplosionPuff
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  Sound
    Name = ExplosionCarpetBomb
  End

  ViewShake 
    Type = STRONG
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 34
  End
End



; ----------------------------------------------
FXList FX_A10ThunderboltMissileExplosion

  ParticleSystem
    Name = CarpetBombExplosion
   InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End 

  ParticleSystem
    Name = CarpetBombWave
   InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End 

  ParticleSystem
    Name = CarpetBombExplosionPuff
   InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  Sound
    Name = ExplosionCarpetBomb
  End

  ViewShake 
    Type = STRONG
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 36
  End

End


; ----------------------------------------------

FXList FX_BonusCrate

  ParticleSystem
    Name = BonusCrate01
   InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End 

  ParticleSystem
    Name = BonusCrateFlash
   InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

End
; -----------------------------------------------------------------------------
; FX list when the dam becomes damaged from pristine 
; -----------------------------------------------------------------------------
FXList FX_DamDamaged

  Sound
    Name = DamBreakStage1
  End

End

; -----------------------------------------------------------------------------
; FX list when the dam becomes really damaged from damaged
; -----------------------------------------------------------------------------
FXList FX_DamReallyDamaged

  Sound
    Name = DamBreakStage2
  End

End

; -----------------------------------------------------------------------------
; FX list when the dam becomes rubble 
; -----------------------------------------------------------------------------
FXList FX_DamRubble

  Sound
    Name = DamBreakStage3
  End

End

; -----------------------------------------------------------------------------
; generic smoke and fire for burning buildings 
; -----------------------------------------------------------------------------
FXList FX_SmolderingFlame
  ParticleSystem
    Name = SmolderingFire
  End
  ParticleSystem
    Name = SmolderingSmoke
  End
End

; -----------------------------------------------------------------------------
; FX list when FireStorm is called
; -----------------------------------------------------------------------------
FXList FX_FireStorm
  Sound
    Name = FireStorm
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
End

; -----------------------------------------------------------------------------
; FX list when black napalm firestorm is called
; -----------------------------------------------------------------------------
FXList FX_BlackNapalmFireStorm
  Sound
    Name = BlackNapalmFireStorm
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 33
  End
End

; -----------------------------------------------------------------------------
; FX list when FlashBangBuilding is called
; -----------------------------------------------------------------------------
FXList FX_FlashBangBuilding
 
  ParticleSystem
    Name = FlashBangBuildingFlash
    OrientToObject = Yes
  End

  ParticleSystem
    Name = FlashBangBuildingSpark
    OrientToObject = Yes
  End

  ParticleSystem
    Name = FlashBangBuildingSmoke
    OrientToObject = Yes
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
End

;------------------------------------------------------------------------------------
FXList FX_MakeCarBombSuccess
  Sound
    Name = TerroristCarBomb
  End
End

; -----------------------------------------------------------------------------------
; note, this FXList should use the same sound as the RangerFlashBang weapon,
; and a similar light/explosion.
FXList FX_FlashBangGarrisonBuildingHit

  LightPulse 
    Color = R:255 G:241 B:187 
    Radius = 100 
    ; this is a new option for LightPulse. If present (and nonzero), and the 
    ; FXList is applied  to an Object (rather than a Position), it overrides 
    ; the value of "Radius" by applying the given percentage of the Object's bounding circle.
    RadiusAsPercentOfObjectSize = 150%
    IncreaseTime = 0 
    DecreaseTime = 2000
  End

  Sound
    Name = TankDie
  End

  FXListAtBonePos
    FX = FX_FlashBangBuilding
    BoneName = FIREPOINT
    OrientToBone = Yes
  End

  ViewShake 
    Type = NORMAL
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

End

;------------------------------------------------------------------------------
; FX played when a building gets cleared by the Toxin Truck
;------------------------------------------------------------------------------

FXList FX_ToxinBuildingClear

  ParticleSystem
    Name           = ToxinBuildingClearSpray
    OrientToObject = yes
  End
  
;  Sound 
;    Name           = RaptorDie
;  End

End

;------------------------------------------------------------------------------
; FX played when a building gets cleared by the Upgraded Toxin Truck
;------------------------------------------------------------------------------

FXList FX_ToxinUpgradedBuildingClear

  ParticleSystem
    Name           = ToxinUpgradedBuildingClearSpray
    OrientToObject = yes
  End
  
;  Sound 
;    Name           = RaptorDie
;  End

End

;------------------------------------------------------------------------------
; FX played when a building gets cleared by the Dragon Tank
;------------------------------------------------------------------------------

FXList FX_FlameBuildingClear

  ParticleSystem
    Name           = FlameBuildingSpray
    OrientToObject = yes
  End
  
;  Sound 
;    Name           = RaptorDie
;  End

End

; -----------------------------------------------------------------------------------
; FX played when a Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing
; -----------------------------------------------------------------------------------

FXList FX_ToxinStreamGarrisonBuildingHit

  LightPulse 
    Color = R:235 G:254 B:156 
    Radius = 100 
    RadiusAsPercentOfObjectSize = 150%
    IncreaseTime = 0 
    DecreaseTime = 2000
  End

  Sound
    Name = TankDie
  End

  FXListAtBonePos
    FX = FX_ToxinBuildingClear
    BoneName = FIREPOINT
    OrientToBone = Yes
  End

End

; -----------------------------------------------------------------------------------
; FX played when an Upgraded Toxin Stream hits a garrisoned building and does Urban Combat Bldg clearing
; -----------------------------------------------------------------------------------

FXList FX_ToxinStreamUpgradedGarrisonBuildingHit

  LightPulse 
    Color = R:165 G:254 B:230 
    Radius = 100 
    RadiusAsPercentOfObjectSize = 150%
    IncreaseTime = 0 
    DecreaseTime = 2000
  End

  Sound
    Name = TankDie
  End

  FXListAtBonePos
    FX = FX_ToxinUpgradedBuildingClear
    BoneName = FIREPOINT
    OrientToBone = Yes
  End

End

; -----------------------------------------------------------------------------------
; FX played when a Flame Stream hits a garrisoned building and does Urban Combat Bldg clearing
; -----------------------------------------------------------------------------------
FXList FX_DragonFlameGarrisonBuildingHit

  LightPulse 
    Color = R:249 G:214 B:106 
    Radius = 100 
    RadiusAsPercentOfObjectSize = 150%
    IncreaseTime = 0 
    DecreaseTime = 2000
  End

  Sound
    Name = TankDie
  End

  FXListAtBonePos
    FX = FX_FlameBuildingClear
    BoneName = FIREPOINT
    OrientToBone = Yes
  End

End

;------------------------------------------------------------------------------
;Jet Cargo has just been killed 
;------------------------------------------------------------------------------
FXList FX_JetBigDeathInitial

;  ParticleSystem
;    Name           = JetExplosionTrailArms
;    OrientToObject = yes
;  End
  
  ParticleSystem
    Name           = JetBigExplosionInitial
    OrientToObject = yes
  End

  ParticleSystem
    Name           = JetBigExplosionLenzflare
    OrientToObject = yes
  End

  Sound 
   Name            = CargoJetDie
  End

End

;------------------------------------------------------------------------------
; Big plane has just been killed 
;------------------------------------------------------------------------------
FXList FX_BigPlaneDeath

  ParticleSystem
    Name           = JetExplosionTrailArms
    OrientToObject = yes
  End
  
  ParticleSystem
    Name           = JetBigExplosion
    OrientToObject = yes
  End

  ParticleSystem
    Name           = JetBigExplosionLenzflare
    OrientToObject = yes
  End

  Sound 
    Name           = CargoJetFlambe
  End

  ParticleSystem
    Name             = BuggySubExplosion
  End
  ParticleSystem
    Name             = AirF_AuroraBombScatter1
    AttachToObject   = Yes
 ;   InitialDelay     = 200 200 UNIFORM
  End
  ParticleSystem
    Name             = AirF_AuroraBombExplosion
  End
  ParticleSystem
    Name             = AirF_AuroraBombScatterIgnite2
  End
  ParticleSystem
    Name             = AirF_AuroraDustRing
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  ViewShake 
    Type = NORMAL
  End

End

;------------------------------------------------------------------------------
FXList FX_RaptorDeathInitial
  ParticleSystem
    Name           = JetExplosionTrailArms
    OrientToObject = yes
  End
  ParticleSystem
    Name           = JetExplosion
    OrientToObject = yes
  End
  ParticleSystem
    Name           = JetDebris
    OrientToObject = yes
  End
  Sound 
    Name           = RaptorDie
  End
  Sound 
    Name           = RaptorVoiceFalling
  End
End

;------------------------------------------------------------------------------
FXList FX_AuroraDeathInitial
  ParticleSystem
    Name           = JetExplosionTrailArms
    OrientToObject = yes
  End
  ParticleSystem
    Name           = JetExplosion
    OrientToObject = yes
  End
  ParticleSystem
    Name           = JetDebris
    OrientToObject = yes
  End
  Sound 
    Name           = RaptorDie
  End
  Sound 
    Name           = AuroraBomberVoiceFalling
  End
End

;------------------------------------------------------------------------------
FXList FX_StealthFighterDeathInitial
  ParticleSystem
    Name           = JetExplosionTrailArms
    OrientToObject = yes
  End
  ParticleSystem
    Name           = JetExplosion
    OrientToObject = yes
  End
  ParticleSystem
    Name           = JetDebris
    OrientToObject = yes
  End
  Sound 
    Name           = RaptorDie
  End
  Sound 
    Name           = StealthFighterVoiceFalling
  End
End

;------------------------------------------------------------------------------
FXList FX_MigDeathInitial
  ParticleSystem
    Name           = JetExplosionTrailArms
    OrientToObject = yes
  End
  ParticleSystem
    Name           = JetExplosion
    OrientToObject = yes
  End
  ParticleSystem
    Name           = JetDebris
    OrientToObject = yes
  End
  Sound 
    Name           = RaptorDie
  End
  Sound 
    Name           = MigVoiceFalling
  End
End

;------------------------------------------------------------------------------
;Jet has just been killed 
;------------------------------------------------------------------------------
FXList FX_JetDeathInitial

  ParticleSystem
    Name           = JetExplosionTrailArms
    OrientToObject = yes
  End
  
  ParticleSystem
    Name           = JetExplosion
    OrientToObject = yes
  End

  ParticleSystem
    Name           = JetDebris
    OrientToObject = yes
  End

  Sound 
    Name           = RaptorDie
  End

End

;------------------------------------------------------------------------------
;Secondary explosion to take place after a delay specified in the 
;JetSlowDeathBehavior module
;------------------------------------------------------------------------------
FXList FX_JetDeathSecondary

  ParticleSystem
    Name            = JetBurning
     AttachToObject = Yes
  End

End

;------------------------------------------------------------------------------
;Dying jet just hit the ground
;------------------------------------------------------------------------------
FXList FX_JetDeathHitGround

  ParticleSystem
    Name           = JetExplosionGroundDebris
    OrientToObject = yes
    Offset = X:6.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name           = JetExplosionGroundDust
    OrientToObject = yes
    Offset = X:6.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name           = JetExplosionGround
    OrientToObject = yes
    Offset = X:6.0 Y:0.0 Z:5.0
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  Sound 
    Name           = RaptorCrash
  End

  ViewShake 
    Type = NORMAL
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End

End

;------------------------------------------------------------------------------    
;Jet destruction FX when on ground/runway
;------------------------------------------------------------------------------
FXList FX_JetOnGroundDeath

  ParticleSystem
    Name           = JetExplosionGroundDebris
    OrientToObject = Yes
    Offset         = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name           = JetExplosionGroundDust
    OrientToObject = Yes
    Offset         = X:0.0 Y:0.0 Z:2.0
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  ViewShake 
    Type = NORMAL
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 14
  End

End

;------------------------------------------------------------------------------    
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
FXList FX_JetDeathFinalBlowUp

;  ParticleSystem
;    Name           = JetExplosionGroundDebris
;    OrientToObject = yes
;    Offset = X:0.0 Y:0.0 Z:2.0
;  End

;  ParticleSystem
;    Name           = JetExplosionGroundDust
;    OrientToObject = yes
;    Offset = X:0.0 Y:0.0 Z:2.0
;  End

End

;------------------------------------------------------------------------------
;Big fireball to mask vanishing object for cinematic crash.
;------------------------------------------------------------------------------
FXList FX_JetDeathFinalBlowUp_CinematicVersion
  ParticleSystem
    Name = JetExplosion
    OrientToObject = Yes
  End
  ParticleSystem
    Name = JetDebris
    OrientToObject = Yes
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Count = 3
    Radius = 15 30 UNIFORM
    Height = 0 0 UNIFORM
    InitialDelay = 50 667 UNIFORM
    OrientToObject = Yes
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
End

; ------------------------------------------------------------
; cluster mine bomb hits ground and sprays out clustermines
; ------------------------------------------------------------
FXList WeaponFX_ClusterMineImpact
  ParticleSystem 
    Name = ClusterMineDrop
  End
  ParticleSystem 
    Name = ClusterMineDropLenzflare
  End
  ParticleSystem 
    Name = ClusterMineDropRing
  End
; do we really want a scorch mark here? that seems to be a dead giveaway
; for "there are mines here"... (srj)
;  TerrainScorch
;    Type = RANDOM 
;    Radius = 15
;  End
  Sound
    Name = ExplosionClusterMine
  End
  ViewShake 
    Type = STRONG
  End
End

; ------------------------------------------------------------
; EMPPulse bomb hits ground and detonates the PulseEffect
; ------------------------------------------------------------
FXList WeaponFX_EMPPulseImpact
  ParticleSystem 
    Name = EMPLensFlare
  End
  ParticleSystem 
    Name = EMPLensFlare1
  End
 ParticleSystem 
    Name = EMPLensFlare2
  End
ParticleSystem 
    Name = EMPRing
  End

  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  Sound
    Name = EMPPulseWhoosh
  End
  ViewShake 
    Type = STRONG
  End
End


; -----------------------------------------------------------------------------
; FX list when FX_RangerCombatDropKill is called
; -----------------------------------------------------------------------------
FXList FX_RangerCombatDropKillSingle
 
  ParticleSystem
    Name = FlashBangBuildingFlash
    OrientToObject = Yes
  End

  ParticleSystem
    Name = FlashBangBuildingSpark
    OrientToObject = Yes
  End

  ParticleSystem
    Name = FlashBangBuildingSmoke
    OrientToObject = Yes
  End


End

; -----------------------------------------------------------------------------------
FXList FX_RangerCombatDropKill

  LightPulse 
    Color = R:255 G:255 B:255 
    Radius = 100 
    ; this is a new option for LightPulse. If present (and nonzero), and the 
    ; FXList is applied  to an Object (rather than a Position), it overrides 
    ; the value of "Radius" by applying the given percentage of the Object's bounding circle.
    RadiusAsPercentOfObjectSize = 150%
    IncreaseTime = 0 
    DecreaseTime = 2000
  End

  Sound
    Name = RangerVoiceClearBuilding
  End

  ViewShake 
    Type = NORMAL
  End

  FXListAtBonePos
    FX = FX_RangerCombatDropKillSingle
    BoneName = FIREPOINT
    OrientToBone = Yes
  End

End

; -----------------------------------------------------------------------------
; FX List is executed at the position in the world the user clicked to
; execute the Demoralize super weapon
; -----------------------------------------------------------------------------
; sorry, demoralize is cut (srj)
;FXList FX_ExecuteDemoralize
;  Sound
;    Name = ExecuteDemoralize
;  End
;  LightPulse 
;    Color = R:255 G:0 B:0
;    Radius = 100 
;    IncreaseTime = 0
;    DecreaseTime = 2000
;  End
;End

; -----------------------------------------------------------------------------
; FX List called when a Bomb Truck is destroyed.
; -----------------------------------------------------------------------------
FXList WeaponFX_BombTruckDefaultBombDetonation
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = BombTruckDefaultExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = BombTruckDefaultLenzFlare
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = BombTruckDefaultExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End

End

; -----------------------------------------------------------------------------
; DEMO GENERAL VARIANT
; FX List called when a Bomb Truck is destroyed.
; -----------------------------------------------------------------------------
FXList Demo_WeaponFX_BombTruckDefaultBombDetonation
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = Demo_BombTruckDefaultExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = Demo_BombTruckDefaultLenzFlare
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = Demo_BombTruckDefaultExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 35
  End

End

;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckBioBombDetonation
  ViewShake 
    Type = STRONG
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = BombTruckBioExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = BombTruckBioLenzFlare
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = BombTruckBioExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 21
  End

End

;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckAnthraxBombDetonation
  ViewShake 
    Type = STRONG
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = BombTruckAnthraxExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = BombTruckAnthraxLenzFlare
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = BombTruckAnthraxExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 21
  End

End

;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckAnthraxGammaBombDetonation
  ViewShake 
    Type = STRONG
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = BombTruckAnthraxGammaExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = BombTruckAnthraxGammaLenzFlare
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = BombTruckAnthraxGammaExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 21
  End

End

;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckHighExplosiveBombDetonation
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = BombTruckHEExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = BombTruckHELenzFlare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = BombTruckHEShockwave
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = BombTruckHEExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 35
  End

End

;------------------------------------------------------------------------------------------
FXList Demo_WeaponFX_BombTruckHighExplosiveBombDetonation
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = Demo_BombTruckHEExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = Demo_BombTruckHELenzFlare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = Demo_BombTruckHEShockwave
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = Demo_BombTruckHEExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 38
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

End

;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckHighExplosiveBioBombDetonation
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = BombTruckHEBioExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = BombTruckHEBioLenzFlare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = BombTruckHEBioShockwave
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = BombTruckHEBioExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 33
  End

End

;------------------------------------------------------------------------------------------
FXList WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = BombTruckHEAnthraxExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = BombTruckHEAnthraxLenzFlare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = BombTruckHEAnthraxShockwave
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = BombTruckHEAnthraxExplosionTrailArms
    InitialDelay = 100 100 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:25.0
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 36
  End

End

; -----------------------------------------------------------------------------
FXList FX_BridgeDamaged01
  ParticleSystem 
    Name = TreeBounceDust
  End
End

; -----------------------------------------------------------------------------
FXList FX_BridgeRepaired01
  ParticleSystem 
    Name = TankStruckSparks
    Height = 10 10 CONSTANT
  End
End

; ----------------------------------------------
FXList FX_BombTruckDisguiseReveal
  ;ParticleSystem 
  ;  Name = TankStruckSmoke
  ;  Height = 10 10 CONSTANT
  ;End
  ;ParticleSystem 
  ;  Name = TankStruckSparks
  ;  Height = 10 10 CONSTANT
  ;End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ;Sound
  ;  Name = VehicleImpactHeavy
  ;End
End

; ----------------------------------------------
FXList FX_BombTruckDisguise
  ;ParticleSystem 
  ;  Name = TankStruckSmoke
  ;  Height = 10 10 CONSTANT
  ;End
  ;ParticleSystem 
  ;  Name = TankStruckSparks
  ;  Height = 10 10 CONSTANT
  ;End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ;Sound
  ;  Name = VehicleImpactHeavy
  ;End
End

; ----------------------------------------------
; used when a missile is exploded via AA fire
FXList FX_GenericMissileDeath
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = Explosion
  End
  ParticleSystem
    Name = ExplosionSmoke
  End
End

; ----------------------------------------------
FXList FX_GenericMissileDisintegrate
  ParticleSystem 
    Name = GenericLaserHit
    Height = 0 0 CONSTANT
  End
  ParticleSystem 
    Name = TankStruckSparks
    Height = 0 0 CONSTANT
  End
  LightPulse 
    Color = R:255 G:64 B:64 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  Sound
;    Name = VehicleImpactHeavy
  End
End

; ----------------------------------------------

FXList FX_ChemicalFactoryExplosion

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMiniNuke
  End

  ParticleSystem
    Name = ChemicalFactoryGreenGasThick
    InitialDelay = 0 0 UNIFORM   ;The green gas
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
     Name = ChemicalExplosionMushroom
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:20.0
  End

;  ParticleSystem
;    Name = NukeGLAMushroomCloudRing
;    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
;    Offset = X:0.0 Y:0.0 Z:105.0
;  End

;  ParticleSystem
;    Name = NukeGLARing
;    Offset = X:0.0 Y:0.0 Z:5.0
;  End

;  ParticleSystem
;    Name = NukeGLABlastWave
;    InitialDelay = 300 300 UNIFORM   ;In milliseconds
;    ;Offset = X:0.0 Y:0.0 Z:45.0
;    Offset = X:0.0 Y:0.0 Z:15.0
;  End

;  ParticleSystem
;    Name = NukeGLAShockwaveInverted
;    InitialDelay = 300 300 UNIFORM   ;In milliseconds
;    Offset = X:0.0 Y:0.0 Z:20.0
;  End

;  ParticleSystem
;    Name = NukeGLAMushroomStem
;    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
;    Offset = X:0.0 Y:0.0 Z:20.0
;  End

;  ParticleSystem
;    Name = NukeGLAShockwave
;    InitialDelay = 200 200 UNIFORM   ;In milliseconds
;    Offset = X:0.0 Y:0.0 Z:20.0
;  End

;  ParticleSystem
;    Name = NukeGLAMushroomRing
;    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
;    Offset = X:0.0 Y:0.0 Z:50.0
;  End

  TerrainScorch
    Type = RANDOM 
    Radius = 38
  End

End


; ----------------------------------------------
FXList WeaponFX_EruptionOfToxicGooLarge
  ViewShake 
    Type = SUBTLE
  End
  LightPulse 
    Color = R:0 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  ParticleSystem
    Name = ToxicGooDebrisLarge
  End
  Sound 
    Name = ToxicGooSplash
  End

  ViewShake 
    Type = NORMAL
  End

End

; ----------------------------------------------
FXList WeaponFX_EruptionOfToxicGooSmall
  ViewShake 
    Type = SUBTLE
  End
  LightPulse 
    Color = R:0 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  ParticleSystem
    Name = ToxicGooDebrisSmall
  End
  Sound 
    Name = ToxicGooSplash
  End

  ViewShake 
    Type = SUBTLE
  End

End

; ----------------------------------------------
FXList FX_TechRadioStationOwnedPulse
  ParticleSystem
    Name = TechRadioStationOwnedRing
    Offset = X:0.0 Y:0.0 Z:50.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList FX_PropagandaTowerPropagandaPulse
  ParticleSystem
    Name = SonicRange
    Offset = X:0.0 Y:0.0 Z:50.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList FX_PropagandaTowerSubliminalPulse
  ParticleSystem
    Name = SonicRangeUpgraded
    Offset = X:0.0 Y:0.0 Z:50.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList FX_OverlordPropagandaTowerPropagandaPulse
  ParticleSystem
    Name = SonicRange
    Offset = X:0.0 Y:0.0 Z:8.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList FX_OverlordPropagandaTowerSubliminalPulse
  ParticleSystem
    Name = SonicRangeUpgraded
    Offset = X:0.0 Y:0.0 Z:8.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList FX_ECMTankMissileJammerPulse
  ParticleSystem
    Name = SonicRange1
    Offset = X:0.0 Y:0.0 Z:10.0
    OrientToObject = Yes
  End
End

; -----------------------------------------------------------------------------
FXList FX_ToxicTankDamageTransition
  ParticleSystem
    Name = ToxicExplosionLarge
    Offset = X:0 Y:0 Z:0
  End
  ParticleSystem
    Name = ToxinLenzflare
    Offset = X:0 Y:0 Z:0
  End
  LightPulse 
    Color = R:128 G:255 B:32 
    Radius = 60 
    IncreaseTime = 100 
    DecreaseTime = 1500
  End  
  ViewShake 
    Type = SEVERE
  End
  Sound
    Name = Explosion
  End
End

; -----------------------------------------------------------------------------
FXList FX_ToxicBunkerDamageTransition
  ParticleSystem
    Name = ToxicExplosionLargeUpgraded
    Offset = X:0 Y:0 Z:0
  End
  ParticleSystem
    Name = ToxinLenzflareUpgraded
    Offset = X:0 Y:0 Z:0
  End
  LightPulse 
    Color = R:64 G:64 B:255 
    Radius = 60 
    IncreaseTime = 100 
    DecreaseTime = 1500
  End  
  ViewShake 
    Type = SEVERE
  End
  Sound
    Name = Explosion
  End
End

; ----------------------------------------------
; weapon fx for Artillery Barrage
; ----------------------------------------------
FXList FX_ArtilleryBarrage
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 22
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  ParticleSystem
    Name = ArtilleryBarrageDebris
  End
  ParticleSystem
    Name = ArtilleryBarrageDust
  End
  ParticleSystem
    Name = ArtilleryBarrageShockwave
    Offset = X:0 Y:0 Z:2
  End
  Sound 
    Name = ExplosionCarpetBomb
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
; weapon fx for Anthrax Bomb
; ----------------------------------------------
FXList FX_AnthraxBomb
  ViewShake 
    Type = SUBTLE
  End
;  TerrainScorch
;    Type = RANDOM 
;    Radius = 15
;  End
;  LightPulse 
;    Color = R:255 G:128 B:51 
;    Radius = 30 
;    IncreaseTime = 0 
;    DecreaseTime = 2333
;  End
  ParticleSystem
    Name = AnthraxBombExplosion
  End
  ParticleSystem
    Name = AnthraxBombSpray
  End
  ParticleSystem
    Name = AnthraxBombLenzflare
    Offset = X:0 Y:0 Z:2
  End
  Sound 
    Name = ExplosionAnthraxBomb
  End
End


; ----------------------------------------------
FXList FX_LocomotiveExplode
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = BarrelExplosionDebris
    Count = 3
    Radius = 0 10 UNIFORM
    InitialDelay = 167 1000 UNIFORM
  End
  Sound
    Name = GasStationDie
  End
  ViewShake 
    Type = STRONG
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 34
  End

  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

End

; ----------------------------------------------
FXList FX_RailroadTankCarExplode
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = BarrelExplosionDebris
    Count = 1
    Radius = 0 10 UNIFORM
    InitialDelay = 167 1000 UNIFORM
  End
  Sound
    Name = GasStationDie
  End
  ViewShake 
    Type = STRONG
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 34
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

End

; ----------------------------------------------
FXList FX_RailroadWoodenCarExplode
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = BarrelExplosionDebris
    Count = 1
    Radius = 0 10 UNIFORM
    InitialDelay = 167 1000 UNIFORM
  End
  Sound
    Name = GasStationDie
  End
  ViewShake 
    Type = STRONG
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End

End

; ----------------------------------------------
FXList FX_RailroadCoalCarExplode
  Sound
    Name = CarDie
  End
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = BarrelExplosionDebris
    Count = 1
    Radius = 0 10 UNIFORM
    InitialDelay = 167 1000 UNIFORM
  End
  Sound
    Name = GasStationDie
  End
  ViewShake 
    Type = STRONG
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 23
  End

End

; ----------------------------------------------
FXList FX_IRDetection
;  Sound
;    Name = CarDie
;  End
  ParticleSystem
    Name = IRDetectGrid
    Offset = X:0.0 Y:0.0 Z:2.0
  End
  ParticleSystem
    Name = IRDetectSonar
    Offset = X:0.0 Y:0.0 Z:2.0
  End
End

; ----------------------------------------------------------------------------
FXList FX_RailroadBridgeCollapse
  ViewShake 
    Type = SEVERE
  End

  ;BRIDGE SOUNDS-------------------------------
  Sound
    Name = BuildingToppleDelayMetal
  End 
  Sound
    Name = ExplosionDaisyCutter
  End 
  Sound
    Name = BuildingFallingMetal
  End 
  Sound
    Name = BuildingCollapse1
  End 
  Sound
    Name = RailroadBridgeMetalFatigue
  End 
  Sound
    Name = AvalancheCrack
  End 
  
  ;BOMB SMOKE----------------------------------
  ParticleSystem
    Name = StructureExplosionSmoke
  End

  ;SPLASH--------------------------------------------
  ParticleSystem
    Name = RiverSplashLarge
    InitialDelay = 5000 5000 UNIFORM   ;In milliseconds
    Offset = X:70.0 Y:0.0 Z:-156.0
  End
  ParticleSystem
    Name = RiverRippleHiLite
    InitialDelay = 5000 5000 UNIFORM   ;In milliseconds
    Offset = X:70.0 Y:0.0 Z:-156.0
  End
  Sound
    Name   = RiverSplash5000
  End 
  Sound
    Name   = DebrisBigMetal
  End 

  ParticleSystem
    Name = RiverSplashLarge
    InitialDelay = 6000 6000 UNIFORM   ;In milliseconds
    Offset = X:20.0 Y:0.0 Z:-156.0
  End
  ParticleSystem
    Name = RiverRippleHiLite
    InitialDelay = 6000 6000 UNIFORM   ;In milliseconds
    Offset = X:20.0 Y:0.0 Z:-156.0
  End
  Sound
    Name   = RiverSplash6000
  End 
  Sound
    Name   = DebrisBigMetal
  End 

  ParticleSystem
    Name = RiverSplashLarge
    InitialDelay = 7000 7000 UNIFORM   ;In milliseconds
    Offset = X:-20.0 Y:0.0 Z:-156.0
  End
  ParticleSystem
    Name = RiverRippleHiLite
    InitialDelay = 7000 7000 UNIFORM   ;In milliseconds
    Offset = X:-20.0 Y:0.0 Z:-156.0
  End
  Sound
    Name   = RiverSplash7000
  End 
  Sound
    Name   = DebrisBigMetal
  End 

  ;DEBRIS-------------------------------------------
  ParticleSystem
    Name = StructureDamagedDebris
  End
End



; ----------------------------------------------------------------------------
; This is the Big special train wreck sequence
; ----------------------------------------------------------------------------
FXList FX_SpectacularTrainWreck

  ; put train crash sounds here

End

; -----------------------------------------------------------------------------
; The vehicle-crashes-into-building effect
; -----------------------------------------------------------------------------
FXList FX_VehicleCrashesIntoBuilding
  ParticleSystem
    Name = CarCrushDebris
  End
  ParticleSystem
    Name = HotPillarArms
  End
  Sound
    Name = ComancheCrash
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = SUBTLE
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 13
  End

End

; -----------------------------------------------------------------------------
; Paladin tank fires point defense laser
; -----------------------------------------------------------------------------
FXList WeaponFX_PaladinPointDefenseLaser 

  Sound
    Name = PaladinPointDefenseLaserPulse
  End
  
End


; -----------------------------------------------------------------------------
; Avenger uses his laser designator
; -----------------------------------------------------------------------------
FXList WeaponFX_AvengerTargetDesignator 
  Sound
    Name = NoSound
  End
End


; -----------------------------------------------------------------------------
; The Large Structure Death Effect
; -----------------------------------------------------------------------------
FXList FX_StructureLargeDeath
  ParticleSystem
    Name = StructureTransitionLargeSmoke
  End
  ParticleSystem
    Name = StructureTransitionLargeExplosion
  End
  ParticleSystem
    Name = StructureTransitionLargeShockwave
  End
  ParticleSystem
    Name = StructureTransitionLargeFlare
  End
  Sound
;   Name = ComancheCrash
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
 
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 50
  End

End

; -----------------------------------------------------------------------------
; The Medium Structure Death Effect
; -----------------------------------------------------------------------------
FXList FX_StructureMediumDeath
  ParticleSystem
    Name = StructureTransitionMediumSmoke
  End
  ParticleSystem
    Name = StructureTransitionMediumExplosion
  End
  ParticleSystem
    Name = StructureTransitionMediumShockwave
  End
  ParticleSystem
    Name = StructureTransitionMediumFlare
  End
  Sound
    Name = BuildingDie
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
End

; -----------------------------------------------------------------------------
; The Small Structure Death Effect
; -----------------------------------------------------------------------------
FXList FX_StructureSmallDeath
  ParticleSystem
    Name = StructureTransitionSmallSmoke
  End
  ParticleSystem
    Name = StructureTransitionSmallExplosion
  End
  ParticleSystem
    Name = StructureTransitionSmallShockwave
  End
  ParticleSystem
    Name = StructureTransitionSmallFlare
  End
  Sound
    Name = BuildingDie
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
End

; -----------------------------------------------------------------------------
; The Tiny Structure Death Effect
; -----------------------------------------------------------------------------
FXList FX_StructureTinyDeath
  ParticleSystem
    Name = StructureTransitionTinySmoke
  End
  ParticleSystem
    Name = StructureTransitionTinyExplosion
  End
  ParticleSystem
    Name = StructureTransitionTinyShockwave
  End
  ParticleSystem
    Name = StructureTransitionTinyFlare
  End
  Sound
    Name = BuildingDie
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ViewShake 
    Type = SUBTLE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 13
  End
End

;--------------------------------------------------------------------------------------------------
FXList FX_BuildingDie
  Sound
    Name = BuildingDie
  End
End

;--------------------------------------------------------------------------------------------------
FXList FX_TsingMaExplosion
  ParticleSystem
    Name = TsingMaRing
  End
  ParticleSystem
    Name = TsingMaTrailArms
    OrientToObject = Yes
  End
  ParticleSystem
    Name = TsingMaLenzflare
    OrientToObject = Yes
    Offset = X:0 Y:0 Z:1
  End
  ViewShake 
    Type = SEVERE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
  Sound
    Name = TankDie
  End 
End

;--------------------------------------------------------------------------------------------------
FXList FX_TsingMaSplash
  ParticleSystem
    Name = TsingMaExplosionWave
    OrientToObject = Yes
  End
  ParticleSystem
    Name = TsingMaSplashWave
    OrientToObject = Yes
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
  End
  ParticleSystem
    Name = TsingMaSplashHit
    OrientToObject = Yes
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
  End
End

;--------------------------------------------------------------------------------------------------
FXList FX_TrainWreckExplosion
  ParticleSystem
    Name = TsingMaRing
  End
  ParticleSystem
    Name = TrainWreckTrailArms
    OrientToObject = Yes
  End
  ParticleSystem
    Name = TsingMaLenzflare
    OrientToObject = Yes
    Offset = X:0 Y:0 Z:1
  End
  ViewShake 
    Type = SEVERE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 25
  End
  Sound
    Name = TankDie
  End 
End

;--------------------------------------------------------------------------------------------------
FXList FX_TrainWreckSplash
  ParticleSystem
    Name = TrainWreckExplosionWave
    OrientToObject = Yes
  End
  ParticleSystem
    Name = TrainWreckSplashWave
    OrientToObject = Yes
  End
  ParticleSystem
    Name = TrainWreckSplashHit
    OrientToObject = Yes
  End
End

;--------------------------------------------------------------------------------------------------
FXList FX_CratePickup
  Sound
    Name = CratePickupSound
  End
End

;--------------------------------------------------------------------------------------------------
FXList FX_ParticleUplinkDeathInitial
  Sound
;   Name = CratePickupSound
  End
  ParticleSystem
    Name = ParticleDeathFlare
    Offset = X:30 Y:0 Z:10
  End
  ParticleSystem
    Name = ParticleDeathImplode
    Offset = X:30 Y:0 Z:20
  End
End

; ----------------------------------------------
; weapon fx for Strategy Center Barrage
; ----------------------------------------------
FXList FX_StrategyCenterBarrage
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 25
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  ParticleSystem
    Name = StrategyCenterBarrageDebris
  End
  ParticleSystem
    Name = SpectreHowitzerExplosionCloud
  End
  ParticleSystem
    Name = SpectreHowitzerExplosionArms
  End
  ParticleSystem
    Name = StrategyCenterBarrageShockwave
    Offset = X:0 Y:0 Z:2
  End
  ParticleSystem 
    Name = StratCentBarrageLenzflare
    Height = 10 10 CONSTANT
  End
  Sound 
    Name = ExplosionRocketBuggyMissile
  End
End

; ----------------------------------------------
FXList WeaponFX_SpectreGattlingMuzzleFlash
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 10 
    IncreaseTime = 0 
    DecreaseTime = 100
  End
  ParticleSystem 
    Name = GattlingCannonLenzflare
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = FallingShellsSpectreGattling
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 20
    Width = 0.6
    Color = R:242 G:174 B:17
    Speed = 1200
    Probability = 0.7
  End
End

; ----------------------------------------------
; weapon fx for Spectre Howitzer Explosion
; ----------------------------------------------
FXList FX_SpectreHowitzerExplosion
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 40
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  ;ParticleSystem
  ;  Name = SpectreHowitzerExplosion
  ;  Offset = X:-12 Y:0 Z:0
  ;End
  ParticleSystem
    Name = SpectreHowitzerExplosionCloud
  End
  ParticleSystem
    Name = SpectreHotPillarArms
  End
  ParticleSystem
    Name = MammothTankExplosionLenzflare
    Offset = X:0.0 Y:0.0 Z:10.0
  End
  ParticleSystem
    Name = SpectreHowitzerShockwave
   Offset = X:0 Y:0 Z:2
  End
  Sound 
    Name = ExplosionCarpetBomb
  End
  ParticleSystem 
    Name = SpectreGunshipExplosionLight
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End

End
; -----------------------------------------------------------------------------
; FX List called when the spectreGunship is destroyed.
; -----------------------------------------------------------------------------
FXList FX_spectreGunshipDeathExplosion
  ViewShake 
    Type = SEVERE
  End
;  Sound
;    Name = ExplosionScudExplosive
;  End

  ParticleSystem
    Name = spectreDeathExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

End
; ----------------------------------------------
FXList FX_SpectreGattlingImpacts
  ParticleSystem
    Name = InfantryMortarDebris
  End
  ParticleSystem
    Name = SpectreGattlingArmsSmoke
  End
;  ParticleSystem
;    Name = InfantryStruckSparks
;  End
  ParticleSystem 
    Name = TankStruckSparks
    Height = 10 10 CONSTANT
  End
;   Sound
;     Name = VehicleImpactLight
;   End

End
;--------------------------------------------------------
FXList FX_SpectreGunshipExplosionLight
  ViewShake 
    Type = SEVERE
  End
;  Sound
;    Name = ExplosionScudExplosive
;  End

  ParticleSystem
    Name = SpectreGunshipExplosionLight
    Offset = X:0.0 Y:0.0 Z:2.0
  End

End
;---------------------------------------------------------
FXList FX_spectreDeathExplosion
  ViewShake 
    Type = SEVERE
  End
;  Sound
;    Name = ExplosionScudExplosive
;  End

  ParticleSystem
    Name = spectreDeathExplosion
    Offset = X:0.0 Y:0.0 Z:2.0
  End

End



;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; GENERALS CHALLENGE FX LISTS
; -----------------------------------------------------------------------------
; ----------------------------------------------
FXList GC_Chem_WeaponFX_ToxinFlameWeaponGamma
  LightPulse 
    Color = R:255 G:0 B:255
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
End

FXList GC_Chem_WeaponFX_ToxinMissileDetonationGamma
  ParticleSystem 
    Name = GC_Chem_ToxinTarget
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = GC_Chem_ToxinPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  TerrainScorch
    Type = RANDOM 
    Radius = 30
  End
End

; ----------------------------------------------
FXList GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma
  ParticleSystem
    Name = GC_Chem_AnthraxFieldGammaLarge
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList GC_Chem_WeaponFX_MediumPoisonFieldWeaponGamma
  ParticleSystem
    Name = GC_Chem_AnthraxFieldGammaMedium
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; ----------------------------------------------
FXList GC_Chem_WeaponFX_SmallPoisonFieldWeaponGamma
  ParticleSystem
    Name = GC_Chem_AnthraxGammaFieldSmall
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End


; ----------------------------------------------
FXList GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma
  ParticleSystem 
    Name = AnthraxGammaSpray
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = GC_Chem_ToxinPuddle
    CreateAtGroundHeight = Yes 
  End
End

; ----------------------------------------------
FXList GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma
  ParticleSystem 
    Name = AnthraxGammaPuddleLarge
    CreateAtGroundHeight = Yes
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
  End
End



FXList FX_HelixPropagandaTowerPropagandaPulse
  ParticleSystem
    Name = SonicRangeDown
    Offset = X:0.0 Y:0.0 Z:8.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
FXList FX_HelixPropagandaTowerSubliminalPulse
  ParticleSystem
    Name = SonicRangeDownUpgraded
    Offset = X:0.0 Y:0.0 Z:8.0
    OrientToObject = Yes
  End
End


; ----------------------------------------------
FXList FX_MicrowaveTankEmitter
  ParticleSystem
    Name = MicrowaveEmitter
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End

; -----------------------------------------------------------------------------
FXList FX_BattleBusStartUndeath
  ParticleSystem
    Name = FireBaseShellExplosionCloud
  End
  ParticleSystem
    Name = BuggyNewExplosionDebris2
  End
  ParticleSystem
    Name = BuggyNewExplosionShockwave
  End
End

; -----------------------------------------------------------------------------
FXList FX_BattleBusHitGround
  ParticleSystem
    Name = BuggyNewExplosionShockwave
  End
  ParticleSystem
    Name = SpectreHowitzerExplosionCloud
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 16
  End
End

; -----------------------------------------------------------------------------
; The helicopter on the ground finally blows up with larger explosion
; -----------------------------------------------------------------------------
FXList FX_GroundedHelicopterBlowUpBig
  ParticleSystem
    Name = StructureTransitionSmallExplosion
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Count = 3
    Radius = 5 5 UNIFORM
    InitialDelay = 100 100 UNIFORM
  End
  Sound
    Name = CarDie
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

; ----------------------------------------------
;This is the muzzle flash for the sentry drone
;-----------------------------------------------

FXList WeaponFX_SentryDroneGunFire
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 25
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = GattlingCannonLenzflareIntense
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = SentryDroneMuzzleFlash
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem 
    Name = TankStruckSmallArmsSmoke
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem 
    Name = FallingShells
    OrientToObject = Yes
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  Tracer
    DecayAt = 1
    Length = 10
    Width = 0.3
    Color = R:242 G:174 B:17
    Speed = 300
    Probability = 0.25
  End
End

;----------------------------------------
;This is the MOAB explosion elements
;----------------------------------------

FXList WeaponFX_MOAB_Blast
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMOAB
  End

  ParticleSystem
    Name = MOABsparks
    InitialDelay = 225 225 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = MOABRing
    InitialDelay = 225 225 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = NukeCannonBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = MOABMushroomStem
    InitialDelay = 500 500 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = MOABExplosionArms
    InitialDelay = 10 10 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem  
     Name = StructureTransitionLargeFlare
     InitialDelay = 0 0 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
     Name = MOABDustWave
     InitialDelay = 0 0 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:1.0
  End

  TerrainScorch
     Type = RANDOM      
     Radius = 250
  End
End
;----------------------------------------------------------------------------
FXList Lazr_WeaponFX_Laser 
  Sound
    Name = PaladinPointDefenseLaserPulse
  End
End

FXList Lazr_WeaponFX_LaserCrusader
  Sound
    Name = LaserCrusaderWeapon
  End
End


; -----------------------------------------------------------------------------
; The helix blows up with a large smokey explosion
; -----------------------------------------------------------------------------
FXList FX_HelixHelicopterBlowUpBig
  ParticleSystem
    Name = StructureTransitionSmallExplosion
  End
  ParticleSystem
    Name = MammothTankSubExplosionSmoke 
    Count = 3
    Radius = 5 5 UNIFORM
    InitialDelay = 100 100 UNIFORM
  End
  ParticleSystem
    Name = HelixDeathExplosionCloud 
    Count = 3
    Radius = 5 5 UNIFORM
    InitialDelay = 100 100 UNIFORM
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  Sound
    Name = CarDie
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 27
  End
End


; ----------------------------------------------
; weapon fx for FireBase howitzer shell explosion
; ----------------------------------------------

FXList FX_FireBaseHowitzerExplosion
  ViewShake 
    Type = SUBTLE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 42
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  ParticleSystem
    Name = FireBaseShellExplosionCloud
  End
  ParticleSystem
    Name = FireBaseHowitzerPillarArms
  End
  ParticleSystem
    Name = MammothTankExplosionLenzflare
    Offset = X:0.0 Y:0.0 Z:10.0
  End
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ParticleSystem 
    Name = SpectreGunshipExplosionLight
  End

End



; ----------------------------------------------
FXList Nuke_WeaponFX_NukeCannon

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMiniNuke
  End

  ParticleSystem
    Name = NukeCannonFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
     Name = NukeCannonMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = NukeCannonMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:45.0
  End

  ParticleSystem
    Name = NukeCannonRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeCannonBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = NukeCannonShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomStem
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:35.0
  End
  ParticleSystem
    Name = NukeBlastWave
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 36
  End

End

; ----------------------------------------------
FXList Nuke_WeaponFX_CarpetBomb

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMiniNuke
  End

  ParticleSystem
    Name = NukeCannonFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
     Name = NukeCannonMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = NukeCannonMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:45.0
  End

  ParticleSystem
    Name = NukeCannonRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeCannonBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = NukeCannonShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomStem
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:35.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 36
  End

End


; ----------------------------------------------
FXList GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = GC_Chem_ScudMissleLauncherGammaExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = GC_Chem_ScudMissleLauncherGammaLenzFlare
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = GC_Chem_ScudMissleLauncherGammaExplosionTrailArms
    Offset = X:0.0 Y:0.0 Z:15.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 28
  End

End


; ----------------------------------------------------------------------------
; BunkerBuster and Seismic Particle Explosion 
; ----------------------------------------------------------------------------
FXList FX_BunkerBusterExplosion

  ParticleSystem
    Name = SeismicDebris
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = seismicDust
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = SeismicShockwave
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End
  ParticleSystem
    Name = SeismicDirt
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = BunkerBusterPlume
    InitialDelay = 500 500 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = BunkerBusterPlumeCore
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0
  End

   Sound
     Name = ExplosionDaisyCutter
   End

   ViewShake 
     Type = SEVERE
   End
  TerrainScorch
    Type = RANDOM 
    Radius = 55
  End
End

;---------------------------------------------------------------------
;BunkerBuster Small explosion when shell hits target
;---------------------------------------------------------------------
; ----------------------------------------------
FXList WeaponFX_BunkerBusterIntialImpact

; This is where the impact shake needs to be set
  ViewShake 
    Type = SEVERE
  End
 
  ParticleSystem 
    Name = BattleshipMuzzleFlashFlame
    OrientToObject = Yes
  End
 
  ParticleSystem
    Name = BattleshipMuzzleFlashWave
    Offset = X:0.0 Y:0.0 Z:-20.0
    OrientToObject = Yes
  End

  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

End


; ----------------------------------------------
FXList FX_CraterBombExplosion
  ParticleSystem
    Name = CraterDebris
  End
  ViewShake 
    Type = SEVERE
  End
  TerrainScorch
    Type = SCORCH_4 
    Radius = 250
  End
End


; ----------------------------------------------------
; These are the efx for the Neutron Cannon Explosions
;-----------------------------------------------------
FXList Neutron_WeaponFX_Mine


  Sound
    Name = MineExplosion
  End
  ParticleSystem
    Name = MineDebris
  End
  ParticleSystem
    Name = MineSmoke
  End
  ParticleSystem
    Name = MineFlash
    Offset = X:0.0 Y:0.0 Z:1.0
  End

  ParticleSystem
    Name = NeutronFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
   Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  ViewShake 
    Type = NORMAL
  End


;  ParticleSystem
;    Name = NeutronLenzflare
;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
;    Offset = X:0.0 Y:0.0 Z:40.0
;  End

;  ParticleSystem
;    Name = NeutronRing
;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
;   Offset = X:0.0 Y:0.0 Z:40.0
;  End
 
;  ParticleSystem
;    Name = NeutronFlare
;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
;   Offset = X:0.0 Y:0.0 Z:0.0
;  End

;  ParticleSystem
;    Name = NeutronDust
;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
;   Offset = X:0.0 Y:0.0 Z:50.0
;  End

;  ParticleSystem
;    Name = NeutronDustRingDust
;    InitialDelay = 0 0 UNIFORM   ;In milliseconds
;   Offset = X:0.0 Y:0.0 Z:30.0
;   End

   TerrainScorch
    Type = RANDOM 
    Radius = 6
  End
End

;---------------------------------------------------------------
FXList Neutron_WeaponFX_NukeCannon

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionNeutronShell
  End

 ParticleSystem
    Name = AirF_AuroraBombScatterIgnite2
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = NeutronLenzflare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = NeutronRing
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
   Offset = X:0.0 Y:0.0 Z:40.0
  End
 
 ParticleSystem
    Name = NeutronFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
   Offset = X:0.0 Y:0.0 Z:0.0
  End

ParticleSystem
    Name = NeutronMushroomExplosion
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
   Offset = X:0.0 Y:0.0 Z:50.0
  End

  ParticleSystem
    Name = NeutronDust
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
   Offset = X:0.0 Y:0.0 Z:50.0
  End

  ParticleSystem
    Name = NeutronDustRingDust
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
   Offset = X:0.0 Y:0.0 Z:30.0
   End

   TerrainScorch
    Type = RANDOM 
    Radius = 50
  End
End

;----------------------------------------------------

FXList WeaponFX_UpgradeMineDetonation
  Sound
    Name = MineExplosion
  End
  ParticleSystem
    Name = MineDebris
  End
  ParticleSystem
    Name = MineSmoke
  End
  ParticleSystem
    Name = MineFlash
    Offset = X:0.0 Y:0.0 Z:1.0
  End
  ParticleSystem
    Name = EMPSparksSmall
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 23
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End

  ViewShake 
    Type = STRONG
  End

End



; ----------------------------------------------
FXList Nuke_WeaponFX_NukeCannon

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionMiniNuke
  End

  ParticleSystem
    Name = NukeCannonFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
     Name = NukeCannonMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = NukeCannonMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = NukeCannonRing
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = NukeCannonBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = NukeCannonShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = NukeCannonMushroomStem
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End

  ParticleSystem
    Name = NukeCannonMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:0.0
  End
  ParticleSystem
    Name = BuggyNewExplosionShockwave
  End

  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End

  TerrainScorch
    Type = RANDOM 
    Radius = 40
  End

End





; ----------------------------------------------------------------------------
; AuroraBomb gas ignition sequence
; ----------------------------------------------------------------------------
FXList AirF_FX_AuroraBombIgnite
  ParticleSystem
    Name         = AirF_AuroraBombScatterIgnite1
  End
;  ParticleSystem
;    Name         = AirF_AuroraBombScatterIgnite2
;    InitialDelay = 500 500 UNIFORM
;  End
;  ParticleSystem
;    Name         = AirF_AuroraBombFlameShockwave
;    InitialDelay = 1000 1000 UNIFORM
;  End
  Sound
    Name = DaisyCutterIgnite
  End
End


; ----------------------------------------------------------------------------
; AuroraBomb explodes and sprays gas into the air
; ----------------------------------------------------------------------------
FXList AirF_FX_AuroraBombExplode
  ParticleSystem
    Name             = BuggySubExplosion
  End
  ParticleSystem
    Name             = AirF_AuroraBombScatter1
    AttachToObject   = Yes
 ;   InitialDelay     = 200 200 UNIFORM
  End
  ParticleSystem
    Name             = AirF_AuroraBombExplosion
  End
  ParticleSystem
    Name             = AirF_AuroraBombScatterIgnite2
  End
  ParticleSystem
    Name             = AirF_AuroraDustRing
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 75
  End

  ViewShake 
    Type = STRONG
  End

  Sound
    Name = DaisyCutterGas
  End
End

; ----------------------------------------------
FXList Demo_ScudStormMissileDetonation
  ViewShake 
    Type = SEVERE
  End
  Sound
    Name = ExplosionScudExplosive
  End
  ParticleSystem
    Name = ScudMissleExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End
  ParticleSystem
    Name = DEMOScudMissleLenzFlare
    Offset = X:0.0 Y:0.0 Z:1.0
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 47
  End
End

; ----------------------------------------------
FXList Nuke_WeaponFX_NapalmMissileDetonation

  ViewShake 
    Type = NORMAL
  End

  ParticleSystem
    Name = NukeCannonFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
     Name = NukeCannonMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:40.0
  End

  ParticleSystem
    Name = NukeCannonMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:45.0
  End

  ParticleSystem
    Name = NukeCannonRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeCannonBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = NukeCannonShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomStem
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:20.0
  End

  ParticleSystem
    Name = NukeCannonMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:35.0
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 27
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  Sound
    Name = ExplosionFire
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End




; ----------------------------------------------
FXList SupW_FX_Nuke

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionNeutron
  End

  ParticleSystem
    Name = NukeFlare
    InitialDelay = 0 0 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
     Name = NukeMushroomExplosion
     InitialDelay = 200 200 UNIFORM   ;In milliseconds
     Offset = X:0.0 Y:0.0 Z:90.0
  End

  ParticleSystem
    Name = NukeMushroomCloudRing
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:105.0
  End

  ParticleSystem
    Name = NukeRing
    Offset = X:0.0 Y:0.0 Z:5.0
  End

  ParticleSystem
    Name = NukeBlastWave
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    ;Offset = X:0.0 Y:0.0 Z:45.0
    Offset = X:0.0 Y:0.0 Z:15.0
  End

  ParticleSystem
    Name = NukeShockwaveInverted
    InitialDelay = 300 300 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:30.0
  End

  ParticleSystem
    Name = NukeMushroomStem
    InitialDelay = 2000 2000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:30.0
  End

  ParticleSystem
    Name = NukeShockwave
    InitialDelay = 200 200 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:30.0
  End

  ParticleSystem
    Name = NukeMushroomRing
    InitialDelay = 1000 1000 UNIFORM   ;In milliseconds
    Offset = X:0.0 Y:0.0 Z:50.0
  End
End
; ----------------------------------------------
FXList SupW_FX_DefenseEmitter
  ParticleSystem
    Name = SupW_DefenseEmitterParticles
    UseCallersRadius = Yes ; Radius of emission set by radius of damage.
    Offset = X:0.0 Y:0.0 Z:1.0
  End
End
; ----------------------------------------------
FXList WeaponFX_BlackNapalmExplosion
   ParticleSystem 
     Name = BlackNapalm
    End
    ParticleSystem 
      Name = BlackNapalmSparks
    End
  TerrainScorch
    Type = RANDOM 
    Radius = 37
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  Sound
    Name = ExplosionFire
  End

  ViewShake 
    Type = NORMAL
  End


End

; ----------------------------------------------
FXList WeaponFX_DEMOGENRocketBuggyMissileDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
  End
  ParticleSystem
    Name = DEMOBuggyMissileExplosionSmoke
  End
  ParticleSystem
    Name = BuggyMissileExplosionLenzflare
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

;----------------------------------------------
; ----------------------------------------------
FXList WeaponFX_DEMOGenericTankShellDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = DEMOBuggyMissileExplosionSmoke
  End
  ViewShake 
    Type = NORMAL
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 25
  End
End

; ----------------------------------------------
FXList WeaponFX_DEMO_SCUDMissileDetonationExplosive

  ViewShake 
    Type = SEVERE
  End

  Sound
    Name = ExplosionScudExplosive
  End

  ParticleSystem
    Name = ScudMissleLauncherExplosionArms
    Offset = X:0.0 Y:0.0 Z:2.0
  End

  ParticleSystem
    Name = DEMOScudMissleLenzFlare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  ParticleSystem
    Name = ScudMissleLauncherExplosionTrailArms
    Offset = X:0.0 Y:0.0 Z:15.0
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 42
  End

End

; ----------------------------------------------
FXList WeaponFX_DEMORocketBuggyMissileDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = BuggyMissileExplosion
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ParticleSystem
    Name = BuggyMissileExplosionLenzflare
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
End

;----------------------------------------------

FXList FX_DEMOBuggyNewDeathExplosion
  ParticleSystem
    Name = DemoBuggyNewExplosionSmoke
  End
  ParticleSystem
    Name = SpectreHowitzerExplosionCloud
  End
  ParticleSystem
    Name = SpectreHotPillarArmFlame
  End
  ParticleSystem
    Name = BuggyNewExplosionDebris2
  End
  ParticleSystem
    Name = BuggyNewExplosionShockwave
  End
  ViewShake 
    Type = STRONG
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  Sound
    Name = CarDie
  End 
End


; ----------------------------------------------
FXList WeaponFX_DemoSuicideDynamitePackDetonation
  ParticleSystem
    Name = RedDonuteCloud
  End
  ParticleSystem
    Name = ArmExplosionSmall01
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ParticleSystem
    Name = DemoTrapLenzFlare
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 18
  End
End

; ----------------------------------------------
FXList WeaponFX_DemoSuicideDynamitePackDetonationPlusFire
  Sound
    Name = TerroristSuicides
  End
  ParticleSystem
    Name = Explosion
  End
  ParticleSystem
    Name = DemoExplosionSmoke
  End
  ParticleSystem
    Name = RedDonuteCloud
  End
  ParticleSystem
    Name = ArmExplosionSmall01
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 20
  End
End

; ----------------------------------------------
FXList WeaponFX_NewTankShellDetonation
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = MammothTankExplosionLenzflare;HeroicTankMuzzleFlashFlame
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = BuggyMissileExplosionSmoke
  End
  ;ParticleSystem
    ;Name = MammothTankSubExplosionSmoke 
    ;Radius = 15 30 UNIFORM
    ;Height = 0 20 UNIFORM
    ;InitialDelay = 167 667 UNIFORM
  ;End
  ;ParticleSystem
    ;Name = MammothTankExplosionDebris
  ;End
  ;ParticleSystem
    ;Name = MammothTankExplosionLenzflare
    ;Offset = X:0.0 Y:0.0 Z:10.0
  ;End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ;ViewShake 
   ;Type = NORMAL
  ;End
  TerrainScorch
    Type = RANDOM 
    Radius = 23
  End
End

; ----------------------------------------------
FXList WeaponFX_NewTankShellDetonation2
  Sound
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem
    Name = MammothTankExplosionDebris;ArmExplosionSmall01
    UseCallersRadius = Yes ; Override the radius with the damage radius of the weapon.
  End
  ParticleSystem
    Name = CarpetBombExplosionShockwave
  End
  ParticleSystem
    Name = HotPillarArms
  End
  ;ViewShake 
    ;Type = NORMAL
  ;End
  TerrainScorch
    Type = RANDOM 
    Radius = 25
  End
End

; ----------------------------------------------
FXList WeaponFX_NewGenericMachineGunImpacts ;simple effects for standard machine guns
  ;ParticleSystem 
    ;Name = TankStruckSmoke
    ;Height = 10 10 CONSTANT
    ;OrientToObject = Yes     
    ;Ricochet = Yes 
  ;End
  ParticleSystem 
    Name = TankStruckDebris
    Height = 5 5 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes
  End
  ParticleSystem 
    Name = TankStruckSparks
    Height = 10 10 CONSTANT
  End
   ;Sound
     ;Name = VehicleImpactLight
   ;End

End

; ----------------------------------------------
FXList WeaponFX_NewGenericMachineGunImpacts2 ;preferred for aircraft machine guns and gattling guns
  ParticleSystem
    Name = InfantryMortarDebris
 End
  ;ParticleSystem
    ;Name = SpectreGattlingArmsSmoke
  ;End
  ParticleSystem 
    Name = TankStruckSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes 
  End
  ParticleSystem 
    Name = TankStruckDebris
    Height = 10 10 CONSTANT
    OrientToObject = Yes     
    Ricochet = Yes
  End
  ParticleSystem 
    Name = TankStruckSparks
    Height = 10 10 CONSTANT
  End

   ;Sound
     ;Name = VehicleImpactLight
   ;End

End

; ---------------------------------------------- 
FXList FX_StationaryCannonDeathEffect
  ParticleSystem
    Name = MammothTankExplosionSmoke
  End
  ParticleSystem
    Name = MammothTankExplosionDebris
  End
  ParticleSystem
    Name = MammothTankExplosionLenzflare
    Offset = X:0.0 Y:0.0 Z:10.0
  End
  ParticleSystem
    Name = MammothTankExplosionShockwave
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  Sound
    Name = TankDie
  End 
End

; ----------------------------------------------
FXList WeaponFX_AntiAircraftMissileDetonation
  ViewShake 
    Type = NORMAL
  End
  ;ParticleSystem
    ;Name = BuggyNewAirDeathSubExplosionSmoke
  ;End
  ParticleSystem
    Name = ArtilleryBarrageShockwave
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  Sound
    Name = ExplosionJetMissile
  End
End

; ---------------------------------------------- 
FXList WeaponFX_PathfinderStrike 
  LightPulse 
   Color = R:255 G:0 B:0 
   Radius = 30 
   IncreaseTime = 0 
   DecreaseTime = 300 
  End 
End
 
;-----------------------------------------------
FXList FX_BloodyPuddle3
  ParticleSystem 
    Name = BloodyPuddle3
    Height = 1 1 CONSTANT
    OrientToObject = Yes     
    Ricochet = No 
  End
End
