visualeffects.txt

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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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