--------------------------------------------- --------------------------------------------- --------------------------------------------- The following variable types are: integer - any natural whole number (-1, 0, 324, etc.) 3Dcoord - an x,y,z point in space. each x,y, and z are real numbers RandValue - a real, real, and one of "CONSTANT", "UNIFORM", "GAUSSIAN", "TRIANGULAR", "LOW_BIAS", "HIGH_BIAS". For instance: 0 100 UNIFORM would give a random number between 0 and 100. AngleReal - a real number representing a degree (0 - 360) bool - either 'yes' or 'no' real - any number with fraction, i.e. 0, 0.0, 12.4, -13.567 RGBColor - Red, Green, and Blue in the form "R:xx G:xx B:xx". The xx needs to be an integer from 0-255 realPercent - a percentage value, i.e. 20, 25, 50, 100 (%) string - a list of characters --------------------------------------------- --------------------------------------------- FXList {fx name} ParticleSystem Name = {particle name in ParticleSystem.ini} Count = {integer} OR {RandValue} Offset = {3D coord} Height = {real} OR {RandValue} Radius = {real} OR {RandValue} InitialDelay = {RandValue} RotateX = {AngleReal} RotateY = {AngleReal} RotateZ = {AngleReal} OrientToObject = {bool} UseCallersRadius = {bool} Ricochet = {bool} AttachToObject = {bool} CreateAtGroundHeight = {bool} End Sound Name = {sound name in SoundEffects.ini} End RayEffect Name = {ray name in an Object directory ini} PrimaryOffset = {3Dcoord} SecondaryOffset = {3Dcoord} End Tracer TracerName = {tracer name in an Object directory ini, Defaults to "GenericTracer"} BoneName = {bone name in model} Speed = {real} DecayAt = {real} Length = {real} Width = {real} Color = {RGBColor} Probability = {real} End LightPulse Color = {RGBColor} Radius = {real} RadiusAsPercentOfObjectSize = {realPercent} IncreaseTime = {positive integer} DecreaseTime = {positive integer} End ViewShake Type = {one of SUBTLE, NORMAL, STRONG, SEVERE, CINE_EXTREME, CINE_INSANE} End TerrainScorch Type = {one of SCORCH_1, SCORCH_2, SCORCH_3, SCORCH_4, SHADOW_SCORCH, RANDOM} Radius = {real} End FXListAtBonePos FX = {a pre-defined (as in MUST be defined above this one) FXList element} BoneName = {string} OrientToBone = {bool} End End ---------------------------------------------