effect
{
   num_systems = 2

   system0
   {
      animation_fps = 10
      animation_frame_count = 0
      animation_start_frame = 0
      animation_start_frame_var = 0
      animation_type = loop
      class = parray
      default_direction = 0,1,0
      die_after_emission = 1
      direction_from_normals = 1
      element_type = line_from_origin
      emit_rate = 100
      emit_start = 0
      emit_stop = 0.25
      emitter_position = 0,40,0
      first_vertex = 0
      isplane = 0
      last_vertex = 2000
      launch_direction = default
      launch_speed = 600
      launch_speed_var = 5
      light_direction = 0,0,0
      light_enabled = 0
      light_shadow_enabled = 0
      light_type = 0
      line_lenght = 5
      max_particles = 500
      model = data\models\particles\emitter_shapes\cylinder.s3d
      normalmap = 
      num_forces = 1
      particle_life = 1.7
      particle_life_var = 0
      particle_soft_factor = 0
      particle_spin = 0
      particle_spin_var = 0
      particle_start_angle = 0
      particle_start_angle_var = 0
      plane_positions = 0
      positions_between_vertices = 0
      render_to_reflection = 0
      rotation = 0,0,0
      scale = 1,1,1
      selfillumination = 0
      simulate_when_visible = 0
      spread1 = 0.8
      spread2 = 0.8
      texture = data\textures\particles\blacksmoke_01_dlc3.dds
      texture_alpha_type = 2
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1
      windfactor = 0

      force0
      {
         class = drag
         factor = 0.004
      }

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0
         key0.value = 1
         key1.time = 1
         key1.value = 0
         num_keys = 2
      }

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

      particle_size
      {
         key0.time = 0
         key0.value = 10,10,10
         key1.time = 1
         key1.value = 10,10,10
         num_keys = 2
      }
   }

   system1
   {
      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 = 30
      emit_start = 0
      emit_stop = 0.1
      emitter_position = 0,40,0
      isplane = 0
      launch_direction = default
      launch_speed = 100
      launch_speed_var = 2
      light_direction = 0,0,0
      light_enabled = 0
      light_shadow_enabled = 0
      light_type = 0
      max_particles = 2
      normalmap = 
      num_forces = 1
      particle_life = 3
      particle_life_var = 0
      particle_soft_factor = 0
      particle_spin = 0
      particle_spin_var = 0
      particle_start_angle = 0
      particle_start_angle_var = 0
      render_to_reflection = 0
      selfillumination = 0
      simulate_when_visible = 0
      spread1 = 0
      spread2 = 0
      texture = data\textures\particles\skull_02_dlc3.dds
      texture_alpha_type = 2
      texture_sub_div_u = 0
      texture_sub_div_v = 0
      velocity_inheritance_factor = 1
      windfactor = 0

      force0
      {
         class = drag
         factor = 0.001
      }

      light_color
      {
      }

      light_parameters
      {
      }

      particle_alpha
      {
         key0.time = 0
         key0.value = 0
         key1.time = 0.3
         key1.value = 1
         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 = 100,100,100
         key1.time = 1
         key1.value = 350,350,350
         num_keys = 2
      }
   }
}

