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; FLAMING BALLISTA EFFECTS
;
; ALSO PUTTING IN NEW ARROW EFFECTS IN THIS DESCR
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effect ballista_model
{
type projectile
{
model models_effects/flaming_balista_bolt.CAS
fade_time 0.01
sort_for_speed
}
}
effect bullet_model
{
type projectile
{
model models_effects/bullet.CAS
fade_time 0.01
view_dist 300
sort_for_speed
}
}
effect grape_model
{
type projectile
{
model models_effects/grape.CAS
fade_time 0.01
view_dist 300
sort_for_speed
}
}
effect ballista_model_glow
{
type projectile
{
model models_effects/flaming_ballista_glow.CAS
fade_time 0.01
sort_for_speed
}
}
effect boulder_flaming_model
{
type projectile
{
model models_effects/boulder_flaming.CAS
fade_time 0.01
sort_for_speed
}
}
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;
effect flaming_ballista_torch_fire
{
type particle
{
texture battlefield/fire/#flame_wheel.tg
a
; texture models_effects/textures/checker_
board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.5, 0.2
age_range 0.2, 0.3
grow_range 1.0, 1.0
vel_range 0.0, 0.0
keyframe_colour
{
0.0, 255, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 0, 255, 255, 255
}
alpha_max 255 ; maxim
um alpha value
initial_size 0.3, 0.5
blend_type additive
offset 0.0, 0.0, 0.2
max_particles 3000
emitter distance_time
{
density 10 ; how ma
ny particels per second
emitter_falloff_dist 100 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 5
max_distance 0.5
}
random_emit_radius 0.2, 0.1
system_radius 2.0 ; ra
dius used for culling
batched
}
}

effect flaming_ballista_smoke
{
type particle
{
texture battlefield/fire/smoke2.tga
size_range 0.1, 0.5
initial_size 1.5, 1
age_range 0.3, 0.8
grow_range 1, 1
velocity 0.01, 0.04
colour 55, 50, 47
alpha_max 100 ; maximum alpha
value
batched
sort_bias 0
fade_time 0.5
system_radius 20
max_particles 1500
random_emit_radius 0.2, 0.2
keyframe_colour
{
0.0, 0, 55, 50, 47
0.1, 100, 55, 50, 47
1.0, 0, 55, 50, 47
}
emitter distance
{
emitter_falloff_dist 500 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0
density 5 ; how many particel
s per meter
}
clr_adjust_by_ambient_intensity
}
}
effect fiery_ballista_light
{
type light
{
fade_out_time 0.1
keyframe_colour
{
0.05, 170, 113, 63
0.1, 175, 110, 65
0.15, 170, 113, 63
0.2, 175, 110, 65
0.25, 170, 113, 63
0.3, 175, 110, 65
}
keyframe_radius
{
0.1, 12
}
}
}
; EFFECT SET FOR FLAMING BALLISTA PROJECTILE EFFECTS
effect_set flaming_ballista_projectile_set
{
lod 1000
{
ballista_model
flaming_ballista_smoke
fiery_ballista_light
ballista_model_glow
flaming_ballista_torch_fire
}
}
effect arrow_model
{
type projectile
{
model models_effects/arrow_projectile.CAS
clr_adjust_by_ambient_intensity
fade_time 0.01
view_dist 300
sort_for_speed
}
}
effect crossbow_arrow_model
{
type projectile
{
model models_effects/bolt_projectile.CAS
clr_adjust_by_ambient_intensity
fade_time 0.01
view_dist 300
sort_for_speed
}
}
effect crossbow_steel_arrow_model
{
type projectile
{
model models_effects/bolt_projectile.CAS
clr_adjust_by_ambient_intensity
fade_time 0.01
view_dist 300
sort_for_speed
}
}
effect arrow_model_trail
{
type ribbon
{
alpha_max 128 ; Alpha value at start of trail
alpha_min 10 ; Alpha value at end of trail
fade_start 100 ; Distance to start fading out.
fade_end 200 ; This should be the same as the max l
od distance in the effect set.
head_width 0.1 ; Width of the ribbon at arrow end
tail_width 0.01 ; Width of the ribbon at the tail end
texture models_effects/textures/arrow_trail.texture
}
}
effect crossbow_arrow_model_trail
{
type ribbon
{
alpha_max 128 ; Alpha value at start of trail
alpha_min 10 ; Alpha value at end of trail
fade_start 100 ; Distance to start fading out.
fade_end 200 ; This should be the same as the max l
od distance in the effect set.
head_width 0.1 ; Width of the ribbon at arrow end
tail_width 0.01 ; Width of the ribbon at the tail end
texture models_effects/textures/arrow_trail.texture
}
}
effect crossbow_steel_arrow_model_trail
{
type ribbon
{
alpha_max 128 ; Alpha value at start of trail
alpha_min 10 ; Alpha value at end of trail
fade_start 100 ; Distance to start fading out.
fade_end 200 ; This should be the same as the max l
od distance in the effect set.
head_width 0.1 ; Width of the ribbon at arrow end
tail_width 0.01 ; Width of the ribbon at the tail end
texture models_effects/textures/arrow_trail.texture
}
}
effect_set arrows_new_set
{
lod 1000
{
arrow_model
arrow_model_trail
arrow_whizz_sound
arrow_fly_sound
}
}
effect_set crossbow_arrows_new_set
{
lod 1000
{
crossbow_arrow_model
;crossbow_arrow_model_trail
crossbow_fly_sound
}
}
effect_set crossbow_steel_arrows_new_set
{
lod 1000
{
crossbow_steel_arrow_model
;crossbow_steel_arrow_model_trail
crossbow_fly_sound
}
}
effect arrow_model_flaming
{
type projectile
{
model models_effects/arrow_projectile_flaming.CAS
fade_time 0.01
sort_for_speed
}
}
effect crossbow_arrow_model_flaming
{
type projectile
{
model models_effects/arrow_projectile_flaming.CAS
fade_time 0.01
sort_for_speed
}
}
effect nahptha_bomb_model
{
type projectile
{
model models_effects/nahptha_bomb.CAS
clr_adjust_by_ambient_intensity
fade_time 0.01
sort_for_speed
}
}

effect arrow_model_flaming_glow
{
type projectile
{
model models_effects/arrow_projectile_flaming_glow.CAS
fade_time 0.01
sort_for_speed
}
}

effect arrow_model_trail_flaming
{
type particle
{
texture battlefield/fire/smoke0.tga
size_range 0.03, 0.04
initial_size 0.3, 0.3
age_range 0.03, 0.14
grow_range 1, 1
velocity 0.0, 0.0
colour 55, 50, 47
alpha_max 155 ; maximum alpha
value
batched
sort_bias 15
die_size 0, 0.14
fade_time 0.1
system_radius 20
max_particles 2500
emitter distance
{
emitter_falloff_dist 500 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0
density 3 ; how many particel
s per meter
}
clr_adjust_by_ambient_intensity
}
}
effect arrow_torch_fire
{
type particle
{
texture battlefield/fire/#flame_wheel.tg
a
; texture models_effects/textures/checker_
board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.01, 0.01
age_range 0.1, 0.74
grow_range 1.0, 1.0
vel_range 0.0, 1.0
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 255, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}
alpha_max 255 ; maxim
um alpha value
initial_size 0.1, 0.14
blend_type additive
offset 0.0, 0.0, 0.2
max_particles 3000
emitter distance_time
{
density 3 ; how ma
ny particels per second
emitter_falloff_dist 100 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 5
max_distance 0.5
}
random_emit_radius 0, 0.05
system_radius 2.0 ; ra
dius used for culling
batched
}
}
;flaming boulder sparks trail
effect boulder_flaming_torch_fire
{
type particle
{
texture battlefield/fire/#flame_wheel.tg
a
; texture models_effects/textures/checker_
board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.01, 0.01
age_range 0.3, 0.74
grow_range 1.0, 1.5
vel_range 0.4, 0.5
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 255, 255, 255, 255
0.1, 100, 255, 255, 255
0.5, 100, 255, 255, 255
1.0, 50, 255, 255, 255
}
alpha_max 255 ; maxim
um alpha value
initial_size 0.4, 1.7
blend_type additive
offset 0.0, 0.0, -0.3
max_particles 3000
emitter distance_time
{
density 1 ; how ma
ny particels per second
emitter_falloff_dist 1000 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 50
max_distance 0.5
}
random_emit_radius 0.5, 0.3
system_radius 1000.0 ; ra
dius used for culling
batched
}
}

effect flaming_boulder_smoke_trail
{
type particle
{
texture battlefield/fire/smoke0.tga
size_range 2.0, 2.5
age_range 1.4, 1.5
grow_range 1.5, 2.8
velocity 0.0, 0.2
keyframe_colour
{
0.0, 255, 80, 80, 80
0.7, 0, 80, 80, 80
}

alpha_max 190 ; maximum alpha


value
emitter distance
{
density 1 ; how many particel
s per meter
}
fade_time 0.1
clr_adjust_by_ambient_intensity
}
}
effect greek_fire
{
type particle
{
texture battlefield/fire/Oil_particle_2.
tga
; texture models_effects/textures/checker_
board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.5, 2.5
age_range 1.8, 3.0
grow_range 0.2, 0.4
vel_range -0.0, -0.0
; die_size 0.3,0.4
fade_time 0.2, 0.4
spin_rate -0.5, 0.5
acceleration -0.05,-0.02,-0.0
sort_bias -1
sort instance
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 0, 255, 255, 255
0.2, 40, 255, 255, 255
3.1, 50, 255, 255, 255
3.5, 0, 255, 255, 255
}

alpha_max 255 ; maxim


um alpha value
initial_size 0.4, 0.5
blend_type additive
offset 0.5, -0.5, 0.3
max_particles 10000
emitter distance_time
{
density 5 ; how ma
ny particels per second
emitter_falloff_dist 100 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 10
max_distance 6
}
random_emit_radius 0.0, 0.0
system_radius 2.0 ; ra
dius used for culling
batched
}
}
effect greek_fire_smoke_trail
{
type particle
{
texture battlefield/fire/greek_burning_smoke.tga
size_range 0.1, 3.5
age_range 2.5, 4.0
grow_range 2.5, 1.0
velocity 0.0, 15.2
spin_rate -0.01, 0.01
acceleration 0,0.15,0
sort_bias 0
sort instance

keyframe_colour
{
0.0, 00, 80, 80, 80
1.5, 100, 100, 100, 100
2.5, 80, 100, 100, 100
4.0, 0, 100, 100, 100
}
alpha_max 255 ; maximum alpha value
initial_size 4.3, 1.8
offset 0.4, -0.4, -0.1
max_particles 10000
emitter distance
{
density 2 ; how many particel
s per meter
}
fade_time 0.5
clr_adjust_by_ambient_intensity
}
}
effect greek_fire_drip
{
type particle
{
texture battlefield/fire/#flame_wheel.tg
a
; texture models_effects/textures/checker_
board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.1, 0.5
age_range 0.8, 2.0
grow_range 0.2, 0.3
vel_range -0.0, -0.0
die_size 0.2,0.5
spin_rate -0.1, 0.1
acceleration -0.05,-0.20,-0.2
sort_bias -1
sort instance
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 0, 222, 191, 185
0.2, 80, 222, 191, 185
1.8, 35, 222, 191, 185
2.2, 0, 222, 191, 185
}
alpha_max 255 ; maximum alpha
value
initial_size 1.5, 0.8
blend_type additive
offset 0.4, -0.6, -0.1
max_particles 10000
emitter distance_time
{
density 4 ; how ma
ny particels per second
emitter_falloff_dist 100 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 10
max_distance 6
}
random_emit_radius 0.2, 0.4
system_radius 2.0 ; ra
dius used for culling
batched
}
}
effect_set arrows_fire_new_set
{
lod 1000
{
arrow_model_flaming
arrow_model_trail_flaming
arrow_model_flaming_glow
arrow_torch_fire
}
}
effect_set nahptha_bomb_projectile_set
{
lod 1000
{
nahptha_bomb_model
arrow_torch_fire
arrow_model_trail_flaming
}
}

effect_set bullet_model_set
{
lod 1000
{
bullet_model
very_small_shockwave
}
}
effect_set grape_model_set
{
lod 1000
{
grape_model
very_small_shockwave
}
}
effect_set greek_fire_set
{
lod 1000
{
greek_fire
greek_fire_drip
greek_fire_smoke_trail
flamethrower_start_sound
flamethrower_firing_sound
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Mangonel effects
effect mangonel_fire
{
type particle
{
texture battlefield/fire/Oil_particle_2.
tga
; texture models_effects/textures/checker_
board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 1.0, 2.5
age_range 0.3, 0.1
grow_range 0.5, 1.2
vel_range -0.0, -0.0
; die_size 0.3,0.4
fade_time 0.1, 0.2
spin_rate -0.2, 0.2
acceleration 0.00,0.1,0.0
sort_bias -1
sort instance
keyframe_colour
{
; 0.0 100, 255, 255, 255
0.0, 150, 200, 180, 100
0.1, 120, 200, 180, 100
0.3, 0, 236, 165, 13
}

alpha_max 255 ; maxim


um alpha value
initial_size 1.0, 0.2
blend_type additive
offset 0.0, -0.0, 0.0
max_particles 15000
emitter distance_time
{
density 2 ; how ma
ny particels per second
emitter_falloff_dist 1000 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 10
max_distance 800
}
random_emit_radius 0.4, 0.2
system_radius 20.0 ; ra
dius used for culling
batched
clr_adjust_by_ambient_intensity
}
}
effect mangonel_fire_smoke_trail
{
type particle
{
texture battlefield/fire/smoke6_greek.tga
size_range 1.5, 4.5
age_range 0.3, 0.7
grow_range 2.5, 1.0
velocity 0.0, 0.0
spin_rate -0.01, 0.01
acceleration 0,-10.10,0
initial_size 2.3, 2.8
sort_bias 0
sort instance

keyframe_colour
{
0.0, 5, 80, 80, 80
0.2, 13, 150, 150, 150
0.7, 0, 100, 100, 100
}

alpha_max 255 ; maximum alpha value


offset 0.0, 0.0, -0.0
max_particles 10000
emitter distance_time
{
density 1 ; how ma
ny particels per second
emitter_falloff_dist 1000 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 10
max_distance 800
}
fade_time 0.5
random_emit_radius 0.5, 0.5
system_radius 20.0 ; ra
dius used for culling
batched
clr_adjust_by_ambient_intensity
}
}
effect mangonel_fire_drip
{
type particle
{
texture battlefield/fire/#flame_wheel.tg
a
; texture models_effects/textures/checker_
board.tga
sprite_origin 0.0, 0.0
sprite_size 1.0, 1.0
size_range 0.1, 0.5
age_range 0.8, 2.0
grow_range 0.2, 0.3
vel_range -0.0, -0.0
die_size 0.2,0.5
spin_rate -0.1, 0.1
acceleration -0.05,-0.20,-0.2
sort_bias -1
sort instance
keyframe_colour
{
; 0.0 255, 255, 255, 255
0.0, 0, 222, 191, 185
0.2, 80, 222, 191, 185
1.8, 35, 222, 191, 185
2.2, 0, 222, 191, 185
}
alpha_max 255 ; maximum alpha
value
initial_size 1.5, 0.8
blend_type additive
offset 0.4, -0.6, -0.1
max_particles 10000
emitter distance_time
{
density 4 ; how ma
ny particels per second
emitter_falloff_dist 100 ; distan
ce in meters to reduce emission over
emitter_falloff_bias 0.5
distance_scale 10
max_distance 6
}
random_emit_radius 0.2, 0.4
system_radius 2.0 ; ra
dius used for culling
batched
}
}
effect fiery_barrel_debris_light
{
type light
{
fade_out_time 0.1
keyframe_colour
{
0.05, 170, 113, 63
0.1, 175, 110, 65
0.15, 170, 113, 63
0.2, 175, 110, 65
0.25, 170, 113, 63
0.3, 175, 110, 65
}
keyframe_radius
{
0.1, 4
}
}
}
effect barrel_debris
{
type projectile
{
model models_effects/debris_fire.CAS
fade_time 0.01
sort_for_speed
}
}
; mini barrel projectiles flying through air
effect_set mangonel_fire_set
{
lod 1000
{
;barrel_debris
fiery_barrel_debris_light
mangonel_fire
;mangonel_fire_drip
mangonel_fire_smoke_trail
barrel_projectile_fly_sound
}
}

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