visualeffect { name=rain model= particleeffect=Data/Effects/Particles/comm_rain.txt type=normal follow=none } visualeffect { name=snowing model= particleeffect=Data/Effects/Particles/comm_snow.txt type=normal follow=none } visualeffect { name=resource_blink model= particleeffect=Data/Effects/Particles/comm_resourceblink.txt type=normal follow=none //STRATEGIC LEVEL - RESOURCE MODEL BLINKS LIGHT } visualeffect { name=fort_cannonball_hit model= particleeffect=Data/Effects/Particles/fort_cannonball_hit.txt type=normal follow=none //TACTICAL LEVEL - CANNONBALL HITS FORT } visualeffect { name=fort_explosion model= particleeffect=Data/Effects/Particles/comm_fortexplosion.txt particleeffectlod1=Data/Effects/Particles/comm_fortexplosion_lod.txt type=normal follow=none //TACTICAL LEVEL - FORT DEATH EXPLOSION } visualeffect { name=comm_frontsplash model= particleeffect=Data/Effects/Particles/comm_frontsplash.txt type=normal follow=none //TACTICAL LEVEL - CONTINUOS FRONT SPLASH } visualeffect { name=fort_smoke model= particleeffect=Data/Effects/Particles/comm_fortfire.txt type=normal follow=none //TACTICAL LEVEL - FORT DEATH SMOKE } visualeffect { name=strategic_river model= particleeffect=Data/Effects/Particles/eic_strategic_river.txt type=normal follow=none //STRATEGIC LEVEL - RIVER SPLASHES } visualeffect { name=strategic_smoke model= particleeffect=Data/Effects/Particles/eic_strategic_smoke.txt type=normal follow=none //STRATEGIC LEVEL - SMOKE FROM TOWNS ETC } visualeffect { name=muzzleflash_cannon model= particleeffect=Data/Effects/Particles/comm_cannonfire.txt particleeffectlod1=Data/Effects/Particles/comm_cannonfire.txt type=normal follow=none camerashakeamount=100 //SHIP CANNON FIRES } visualeffect { name=muzzleflash_cannon_grapeshot model= particleeffect=Data/Effects/Particles/comm_cannonfire_grapeshot.txt type=normal follow=none camerashakeamount=100 //SHIP CANNON FIRES - GRAPESHOT } visualeffect { name=fire_boarding model= particleeffect=Data/Effects/Particles/comm_fire.txt type=normal follow=none //FIRE } visualeffect { name=cannonball_ground model= particleeffect=Data/Effects/Particles/comm_hitground.txt type=normal camerashakeamount=150 //CANNONBALL HITS GROUND } visualeffect { name=cannonball_ground2 model= particleeffect=Data/Effects/Particles/comm_hitground.txt type=normal camerashakeamount=150 //CANNONBALL HITS GROUND 2 } visualeffect { name=cannonball_bouncewater model= particleeffect=Data/Effects/Particles/eic_cannonball_bouncewater.txt type=normal follow=none //CANNONBALL BOUNCES FROM WATER } visualeffect { name=cannonball_splash model= particleeffect=Data/Effects/Particles/comm_watersplash.txt particleeffectlod1=Data/Effects/Particles/comm_watersplash.txt type=normal follow=none //CANNONBALL HITS WATER } visualeffect { name=grapeshot_splash model= particleeffect=Data/Effects/Particles/grapeshot_splash.txt type=normal follow=none //GRAPESHOT HITS WATER } visualeffect { name=sailor_splash model= particleeffect=Data/Effects/Particles/eic_cannonball_hitwater_2.txt particleeffectlod1=Data/Effects/Particles/eic_cannonball_hitwater_lod.txt type=normal follow=none //SAILOR HITS WATER } visualeffect { name=chainshot_hitship1 model= particleeffect=Data/Effects/Particles/cannonball_sails.txt type=normal follow=none //CHAINSHOT HITS MASTS/SAILS } visualeffect { name=chainshot_hitship2 model= particleeffect=Data/Effects/Particles/cannonball_sails.txt type=normal follow=none //CHAINSHOT HITS MASTS/SAILS } visualeffect { name=chainshot_hitship3 model= particleeffect=Data/Effects/Particles/cannonball_sails.txt type=normal follow=none //CHAINSHOT HITS MASTS/SAILS } visualeffect { name=hull_hit1 model= particleeffect=Data/Effects/Particles/comm_explosion.txt type=normal follow=none camerashakeamount=200 //SHIPS TAKES DAMAGE } visualeffect { name=hull_hit2 model= particleeffect=Data/Effects/Particles/comm_explosion.txt type=normal follow=none camerashakeamount=200 //SHIPS TAKES DAMAGE } visualeffect { name=hull_hit3 model= particleeffect=Data/Effects/Particles/comm_fortexplosion_lod.txt type=normal follow=none camerashakeamount=200 //SHIPS TAKES DAMAGE } visualeffect { name=front_splash model= particleeffect=Data/Effects/Particles/eic_shipfrontsplash.txt type=normal follow=none //SHIP SPLASH EFFECT } visualeffect { name=ship_collision model= particleeffect=Data/Effects/Particles/collision_ship.txt type=normal follow=none //SHIP COLLIDES WITH ANOTHER SHIP - DUST & PLANKS } visualeffect { name=eic_boarding model= particleeffect=Data/Effects/Particles/eic_boarding.txt type=normal follow=none //SHIP IN BOARDING ACTION - SMOKENDUST + SMALL MUZZLEFLASHES } visualeffect { name=eic_strategic_cloud model= particleeffect=Data/Effects/Particles/eic_strategic_cloud.txt type=normal follow=none //CLOUD EMITTER IN STRATEGIC LEVEL } visualeffect { name=muzzle_marine model= particleeffect=Data/Effects/Particles/comm_muzzlemarine.txt type=normal follow=none //MARINE SNIPER RIFLE FIRING } visualeffect { name=grapeshot_hitcrew1 model= particleeffect=Data/Effects/Particles/eic_hit_crew.txt type=normal follow=none //GRAPESHOT OR OTHER PROJECTILE HITS CREW } visualeffect { name=grapeshot_hitcrew2 model= particleeffect=Data/Effects/Particles/eic_hit_crew.txt type=normal follow=none //GRAPESHOT OR OTHER PROJECTILE HITS CREW } visualeffect { name=grapeshot_hitcrew3 model= particleeffect=Data/Effects/Particles/eic_hit_crew.txt type=normal follow=none //GRAPESHOT OR OTHER PROJECTILE HITS CREW } visualeffect { name=ship_damage_medium1 model= particleeffect=Data/Effects/Particles/eic_ship_damage_medium.txt type=normal follow=none //SHIP DAMAGE INDICATOR - MEDIUM - WHITE SMOKE } visualeffect { name=ship_damage_medium2 model= particleeffect=Data/Effects/Particles/eic_ship_damage_medium.txt type=normal follow=none //SHIP DAMAGE INDICATOR - MEDIUM - WHITE SMOKE } visualeffect { name=ship_damage_medium3 model= particleeffect=Data/Effects/Particles/eic_ship_damage_medium.txt type=normal follow=none //SHIP DAMAGE INDICATOR - MEDIUM - WHITE SMOKE } visualeffect { name=ship_damage_high1 model= particleeffect=Data/Effects/Particles/eic_ship_damage_high.txt type=normal follow=none //SHIP DAMAGE INDICATOR - HIGH - BLACK SMOKE } visualeffect { name=ship_damage_high2 model= particleeffect=Data/Effects/Particles/eic_ship_damage_high.txt type=normal follow=none //SHIP DAMAGE INDICATOR - HIGH - BLACK SMOKE } visualeffect { name=ship_damage_high3 model= particleeffect=Data/Effects/Particles/eic_ship_damage_high.txt type=normal follow=none //SHIP DAMAGE INDICATOR - HIGH - BLACK SMOKE } visualeffect { name=brig_sink1 model= particleeffect=Data/Effects/Particles/eic_brig_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=cutter_sink1 model= particleeffect=Data/Effects/Particles/eic_cutter_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=cutter_sink2 model= //particleeffect=Data/Effects/Particles/eic_cutter_sink2.txt particleeffect=Data/Effects/Particles/eic_shipxplosion_cutter.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=eastindiaman_sink1 model= particleeffect=Data/Effects/Particles/eic_eastindiaman_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=flute_sink1 model= particleeffect=Data/Effects/Particles/eic_flute_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=frigate_sink1 model= particleeffect=Data/Effects/Particles/eic_frigate_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=galleon_sink1 model= particleeffect=Data/Effects/Particles/eic_galleon_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=schooner_sink1 model= particleeffect=Data/Effects/Particles/eic_schooner_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=shipoftheline_sink1 model= particleeffect=Data/Effects/Particles/eic_shipoftheline_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=sloop_sink1 model= particleeffect=Data/Effects/Particles/eic_sloop_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=xebec_sink1 model= particleeffect=Data/Effects/Particles/eic_xebec_sink1.txt type=normal follow=none //SHIP DAMAGE INDICATOR - SINKING } visualeffect { name=smoke_cannonball model= particleeffect=Data/Effects/Particles/eic_smoke_cannonball_3.txt type=normal follow=none //SMOKE TAIL FOR CANNON BALL } visualeffect { name=smoke_cannonball_fire model= particleeffect=Data/Effects/Particle...
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