follow_object = 0
launch_position = 0,0,0
launch_velocity = 0,0,0

effect
{
   num_systems = 6

   system0
   {
      animation_fps = 10
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0,0,0
      die_after_emission = 1
      element_type = quad
      emit_rate = 100
      emit_start = 0
      emit_stop = 0.6
      emitter_position = 0,0,0
      isplane = 0
      launch_speed = 30
      launch_speed_var = 20
      light_direction = 0,0,0
      light_enabled = 0
      light_shadow_enabled = 0
      light_type = 0
      max_particles = 50
      name = explosion1
      normalmap = 
      num_forces = 1
      particle_life = 0.75
      particle_life_var = 0.2
      particle_soft_factor = 0
      particle_spin = -1
      particle_spin_var = 1
      particle_start_angle = 0
      particle_start_angle_var = 2
      render_to_reflection = 0
      selfillumination = 1
      simulate_when_visible = 0
      spread1 = 1.8
      spread2 = 1.8
      texture = data\textures\particles\fireball.dds
      texture_alpha_type = 3
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1
      windfactor = 0

      force0
      {
         class = drag
         factor = 1
      }

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0.000000
         key0.value = 1.000000
         key1.time = 0.500000
         key1.value = 0.250000
         key2.time = 1.000000
         key2.value = 0.000000
         num_keys = 3
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0
         key0.value = 0,0,0
         key1.time = 1
         key1.value = 12,12,12
         num_keys = 2
      }
   }

   system1
   {
      animation_fps = 10.000000
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0.000000,1.000000,0.000000
      die_after_emission = 1
      element_type = line_from_origin
      emit_rate = 200.000000
      emit_start = 0.000000
      emit_stop = 0.300000
      emitter_position = 0.000000,0.000000,0.000000
      isplane = 0
      launch_speed = 60.000000
      launch_speed_var = 10.000000
      max_particles = 100
      name = explosion2
      normalmap = 
      particle_life = 0.100000
      particle_life_var = 0.080000
      particle_spin = -1.000000
      particle_spin_var = 1.000000
      particle_start_angle = 0.000000
      particle_start_angle_var = 2.000000
      render_to_reflection = 0
      selfillumination = 1.000000
      simulate_when_visible = 0
      spread1 = 2.000000
      spread2 = 2.000000
      texture = data\textures\particles\fireball.dds
      texture_alpha_type = 3
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 0.000000
      windfactor = 0.000000

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0.000000
         key0.value = 1.000000
         num_keys = 1
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0.000000
         key0.value = 0.100000,1.000000,1.000000
         num_keys = 1
      }
   }

   system2
   {
      animation_fps = 10.000000
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0.000000,0.000000,0.000000
      die_after_emission = 1
      element_type = quad
      emit_rate = 200.000000
      emit_start = 0.000000
      emit_stop = 0.300000
      emitter_position = 0.000000,0.000000,0.000000
      isplane = 0
      launch_speed = 40.000000
      launch_speed_var = 70.000000
      max_particles = 200
      name = smoke1
      normalmap = 
      num_forces = 1
      particle_life = 5.000000
      particle_life_var = 2.000000
      particle_spin = -1.000000
      particle_spin_var = 1.000000
      particle_start_angle = 0.000000
      particle_start_angle_var = 2.000000
      render_to_reflection = 0
      selfillumination = 0.000000
      simulate_when_visible = 0
      spread1 = 1.800000
      spread2 = 1.800000
      texture = data\textures\particles\blacksmoke_001.dds
      texture_alpha_type = 2
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1.000000
      windfactor = 0.000000

      force0
      {
         class = drag
         factor = 0.4
      }

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0.000000
         key0.value = 0.400000
         key1.time = 0.100000
         key1.value = 0.600000
         key2.time = 1.000000
         key2.value = 0.000000
         num_keys = 3
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0.000000
         key0.value = 5.000000,5.000000,5.000000
         key1.time = 1.000000
         key1.value = 9.000000,9.000000,9.000000
         num_keys = 2
      }
   }

   system3
   {
      animation_fps = 10
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0,1,0
      die_after_emission = 1
      element_type = quad
      emit_rate = 100
      emit_start = 0
      emit_stop = 0.15
      emitter_position = 0,0,0
      isplane = 0
      launch_speed = 4
      launch_speed_var = 20
      light_direction = 0,0,0
      light_enabled = 0
      light_shadow_enabled = 0
      light_type = 0
      max_particles = 200
      name = bricks
      normalmap = 
      num_forces = 1
      particle_life = 2
      particle_life_var = 0.5
      particle_soft_factor = 0
      particle_spin = -10
      particle_spin_var = 10
      particle_start_angle = 0
      particle_start_angle_var = 360
      render_to_reflection = 0
      selfillumination = 0
      simulate_when_visible = 0
      spread1 = 1
      spread2 = 1
      texture = data\textures\particles\brick_001.dds
      texture_alpha_type = 1
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1
      windfactor = 0

      force0
      {
         class = gravity
         gravity = 2.000000
      }

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0
         key0.value = 0.8
         key1.time = 0.8
         key1.value = 0.8
         key2.time = 1
         key2.value = 0
         num_keys = 3
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0
         key0.value = 0.1,0.1,0.1
         num_keys = 1
      }
   }

   system4
   {
      animation_fps = 10.000000
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0.000000,1.000000,0.000000
      die_after_emission = 1
      element_type = quad
      emit_rate = 200.000000
      emit_start = 0.000000
      emit_stop = 0.200000
      emitter_position = 0.000000,0.000000,0.000000
      isplane = 0
      launch_speed = 4.000000
      launch_speed_var = 20.000000
      max_particles = 50
      name = debris1
      normalmap = 
      num_forces = 1
      particle_life = 1.000000
      particle_life_var = 0.100000
      particle_spin = -1.000000
      particle_spin_var = 1.000000
      particle_start_angle = 0.000000
      particle_start_angle_var = 2.000000
      render_to_reflection = 0
      selfillumination = 0.000000
      simulate_when_visible = 0
      spread1 = 1.000000
      spread2 = 1.000000
      texture = data\textures\particles\rock.dds
      texture_alpha_type = 2
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1.000000
      windfactor = 0.000000

      force0
      {
         class = gravity
         gravity = 2.000000
      }

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0.000000
         key0.value = 1.000000
         num_keys = 1
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0.000000
         key0.value = 0.300000,0.300000,0.300000
         num_keys = 1
      }
   }

   system5
   {
      animation_fps = 10
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = spray
      default_direction = 0,1,0
      die_after_emission = 1
      element_type = quad
      emit_rate = 100
      emit_start = 0
      emit_stop = 0.3
      emitter_position = 0,0,0
      isplane = 0
      launch_direction = default
      launch_speed = 4
      launch_speed_var = 0
      light_direction = 0,0,0
      light_enabled = 1
      light_shadow_enabled = 0
      light_type = 0
      max_particles = 1
      name = valo
      normalmap = 
      particle_life = 1.8
      particle_life_var = 0
      particle_soft_factor = 0
      particle_spin = -1
      particle_spin_var = 1
      particle_start_angle = 0
      particle_start_angle_var = 2
      render_to_reflection = 0
      selfillumination = 0
      simulate_when_visible = 0
      spread1 = 0
      spread2 = 0
      texture = 
      texture_alpha_type = 0
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1
      windfactor = 0

      light_color
      {
         key0.time = 1
         key0.value = 1,0.5,0
         num_keys = 1
      }

      light_parameters
      {
         key0.time = 0
         key0.value = 0,0,0
         key1.time = 0.2
         key1.value = 35,3,0
         key2.time = 0.5
         key2.value = 0,0,0
         num_keys = 3
      }

      particle_alpha
      {
         key0.time = 0
         key0.value = 0
         num_keys = 1
      }

      particle_color
      {
         key0.time = 0.000000
         key0.value = 1.000000,1.000000,1.000000
         num_keys = 1
      }

      particle_size
      {
         key0.time = 0
         key0.value = 0,0,0
         num_keys = 1
      }
   }
}

