humanBuildableBleedPS { ejector { particle // residual sparks { shader sync spark00 displacement 0 0 0 ~1 normalDisplacement -8 velocityType static velocityDir linear velocityMagnitude 200 velocity 0 0 0.2 ~60 accelerationType static accelerationDir linear accelerationMagnitude 500 acceleration 0~360 0~360 -1 0 radius 0 1.5~1 0 alpha 0 1 1 rotation 0 ~360 - bounce 0.6 lifeTime 600~20% } count 1~2 delay 0 period 0 - 0 } ejector // impact sparks { particle { shader sync spark01frame01 spark01frame03 displacement 0 0 0 4 normalDisplacement 15 velocityType static accelerationType static radius 0 10~60% 0~4 alpha 0 1 0 rotation 0 ~360 - bounce 0 lifeTime 100 } count 1~1 delay 0 period 0 - 0 } } humanBuildableDamagedPS { ejector { particle { shader sync gfx/sprites/smoke displacement 0 0 16 0 velocityType static velocityDir linear velocityMagnitude 25 velocity 0 0 1 ~60 accelerationType static accelerationDir linear accelerationMagnitude 25 acceleration 0 0 1 0 radius 0 10 50 alpha 0 0.6 0 rotation 0 ~360 - bounce 0.5 lifeTime 1000~25% } count infinite delay 0 period 100 - 0 } ejector { particle { shader sync spark00 displacement 0 0 11 0 velocityType static velocityDir linear velocityMagnitude 200 velocity 0 0 1 ~60 accelerationType static accelerationDir linear accelerationMagnitude 800 acceleration 0 0 -1 0 radius 0 4 0 alpha 0 1 0 rotation 0 ~360 - bounce 0.6 lifeTime 1500~50% } count infinite delay 0 period 700 - 0 } } humanBuildableDestroyedTrailPS { ejector // fire trail { particle { shader sync fire09 fire10 fire11 fire12 fire13 fire14 fire15 fire16 fire17 fire18 fire19 displacement 0 0 6 0 velocityType static velocityDir linear velocityMagnitude 30 velocity 0 0 0 ~60 radius 0 5 15 alpha 150 1 0 rotation 0 ~360 - bounce 0.3 lifeTime 200 } count 110 delay 0 period 10 - 0 } ejector // smoke trail { particle { shader sync gfx/sprites/smoke displacement 0 0 15 0 velocityType static velocityDir linear velocityMagnitude 30 velocity 0 0 0 ~60 accelerationType static accelerationDir linear accelerationMagnitude 25 acceleration 0 0 0.2 0 radius 0 4 20~5 alpha 0 0.250.1 0 rotation 0 ~360 - bounce 0.3 lifeTime 450~100 } count 70 delay 15 period 10 - 0 } ejector // debris upward fire { particle { shader sync fire08 fire09 fire10 fire11 fire12 fire13 fire14 fire15 fire16 fire17 fire18 fire19 displacement 0~4 0~4 6 0 velocityType static velocityDir linear velocityMagnitude 40~5 velocity 0.1 0.1 0.5~1 0.1 accelerationType static accelerationDir linear accelerationMagnitude 50 acceleration 0 0 -0.3 0 radius 0 6~2 11~2 rotation 0 ~360 - bounce 0 lifeTime 700~100 } count 50~10 delay 200 period 100~40 - 0 } ejector // debris base fire { particle { shader sync fire05 fire06 fire07 fire08 fire09 fire10 fire11 fire12 fire13 fire14 fire15 fire16 fire17 fire18 fire19 displacement 0 0 6 0 velocityType static velocityDir linear velocityMagnitude 1 velocity 0 0 0 0 accelerationType static accelerationDir linear accelerationMagnitude 1 acceleration 0 0 0 0 radius 0 8 16 rotation 0 ~360 - bounce 0 lifeTime 1000~100 } count 40 delay 1300 period 112~40% - 0 } } humanBuildableDestroyedPS { ejector // boom { particle // light up environment { dynamicLight 0 300 0 { 1 0.75 0 } lifeTime 600~100 } particle // explosion ring 1 { shader sync radialblast01 radialblast02 radialblast03 radialblast04 radialblast05 displacement 0 0 0 0 normalDisplacement 15 velocityType static accelerationType static radius 0 40 150 alpha 0 1 0 rotation 0 ~360 - bounce 0 scaleWithCharge 0.1 lifeTime 200 } particle // explosion ring 2 { shader sync radialblast03 radialblast03 radialblast03 radialblast03 radialblast04 radialblast05 displacement 0 0 0 0 normalDisplacement 15 velocityType static accelerationType static radius 0 0 100 alpha 0 1 0 rotation 0 ~360 - bounce 0 scaleWithCharge 0.10 lifeTime 100 } particle // explosion flash { shader sync explosionflash displacement 0 0 0 0 normalDisplacement 100 velocityType static accelerationType static radius 0 100 0 alpha 80 1 0 rotation 0 ~360 - bounce 0 scaleWithCharge 0.1 lifeTime 200 } count 1 delay 0 period 0 - ~0% } ejector // sparks { particle // spam some sparks { shader sync spark00 displacement 0 0 8 0 velocityType static velocityDir linear velocityMagnitude 350~75% velocity 0 0 1 ~60 accelerationType static accelerationDir linear accelerationMagnitude 800 acceleration 0 0 -1 0 radius 0 2 0 alpha 0 1 0 rotation 0 ~360 - bounce 0.4~100% lifeTime 3000~90% } count 50 delay 0 period 0 - 0 } ejector // debris { particle // metal gib models with child trail { model models/fx/metal_gibs/m_gib1.md3 models/fx/metal_gibs/m_gib2.md3 models/fx/metal_gibs/m_gib3.md3 models/fx/metal_gibs/m_gib5.md3 models/fx/metal_gibs/m_gib6.md3 models/fx/metal_gibs/m_gib7.md3 models/fx/metal_gibs/m_gib8.md3 displacement 0 0 40 0 velocityType static velocityDir linear velocityMagnitude 300~75% velocity 0 0 1 ~60 accelerationType static accelerationDir linear accelerationMagnitude 800 acceleration 0 0 -1 0 radius 5900 1~30% 0 bounce 0.2 bounceMark 1~1 16 gfx/marks/burn_mrk bounceSound ~1 sound/buildables/human/fragmentbounce.wav lifeTime 7000~1000 childSystem humanBuildableDestroyedTrailPS } count 3~1 delay 0 period 10 - 0 } ejector // quick large puffy explosion clouds { particle { shader sync smoke01 smoke02 smoke03 smoke04 smoke05 smoke06 smoke07 smoke08 smoke09 smoke10 smoke11 smoke12 smoke13 smoke14 smoke15 smoke16 displacement ~20 ~20 ~20 10 parentVelocityFraction 0.5 velocityType static velocityDir linear velocityMagnitude 150 velocity ~1 ~1 0.2 ~50 radius 0 5~20 200~20 alpha 0 0.4 0 rotation 0 ~360 - bounce 0 lifeTime 600 } count 6 delay 0 period 0 - 0 } }