;Projectile Definition: FIREBALL ; mode [Default 0] (0 - Raycast (Fast simple projectiles), 1 - Dynamic (Grenades, Rockets), 2 - Static (Mines, C4)) mode = 1 projectileEventType = 1 ; for expert users: number of projectiles to create in advance in the projectile cache cacheNumber = 10 ; object .X file and textures (diffuse,normal,specular) - Leave blank for projectiles with no object (bullets) object = fireball.x textureD = fireball_D.dds textureN = fireball_N.dds textureS = fireball_S.dds effect = decal_animate8.fx noZWrite = 1 ; scale values for randomness in projectile size (for variety in particle weapons) scaleMinX = 200 scaleMaxX = 200 scaleMinY = 200 scaleMaxY = 200 scaleMinZ = 200 scaleMaxZ = 200 ; Move projectile forward on initial firing avoidPlayerPenetration = 0 attachToWeaponLimb = -1 ; maximum angle of inaccuracy in degrees when projectile fired accuracyX = 1 accuracyY = 1 ; time in milliseconds before projectile destroyed life = 5000 ; maximum distance before projectile destroyed range = 10000 ; minimum speed in units/second of projectile when fired speedMin = 450 ; maximum speed in units/second of projectile when fired speedMax = 550 damage = 400 ; final damage value is +/- this value damageRandom = 100 ; distance to travel before damage decreases, tending to 0 when as projectile approaches 'range' fullDamageRange = 0 ; radius of damage effect if explosive damageRadius = 0 ; time in milliseconds for the projectile to thrust forwards thrustTime = 2000 ; time in milliseconds before thrusting begins thrustDelay = 0 ; minimum and maximum angular speed values for projectile in degrees/second ; Does not affect direction of travel (rotating grenades, spinning rockets) speedAngMinX = 0 speedAngMaxX = 0 speedAngMinY = 0 speedAngMaxY = 0 speedAngMinZ = -90 speedAngMaxZ = 90 ; minimum and maximum angular speed values for projectile to turn speedTurnMinX = -1 speedTurnMaxX = 1 speedTurnMinY = -1 speedTurnMaxY = 1 speedTurnMinZ = -360 speedTurnMaxZ = 360 ; whether projectile uses real physics usingRealPhysics = 0 ; effect of gravity of projectile gravityModifier = 0 ; effect of wind resistance on projectile airFrictionModifier = 0 ; effect of making contact with the ground groundFrictionModifier = 0 ; power of thrust (acceleration/second as proportion of initial speed) thrustModifier = 0.2 ; If 1, object can bounce and continue to move when it hits things (grenades) bounceFlag = 0 ; Elasticity of projectile bounce (0..1) bounceModifier = 0 ; sound the projectile makes while alive (e.g. beeping C4, or whizzing rocket sound) Reference to .wav or .ogg file sound = fireballfly.wav ; If 1, sound is looped, otherwise played at 'soundInterval' soundLoopFlag = 1 ; If 1, calculate doppler effect and modify sound frequency accordingly (passing rocket effect) soundDopplerFlag = 1 ; The normal frequency for the sound. Doppler will adjust this frequency from -50% to +100% (22000 recommended) soundDopplerBaseSpeed = 22050 ; How often, in milliseconds to trigger sound soundInterval = 0 ; The sound on death soundDeath = fireballexplode.wav ; result (0 - Nothing, 1 - Damage hit object, 2 - Create explosion) ; what happens when projectile reaches the end of it's life resultEndOfLife = 2 ; what happens if the projectile is damaged (shot, or in an explosion) resultIfDamaged = 0 ; how long before resultIfDamaged is triggered after the damage occurs resultIfDamagedDelay = 0 ; trigger a result constantly at a set interval (special weapons) resultOnInterval = 0 ; time in milliseconds between triggers of resultOnInterval resultOnIntervalTime = 0 ; what happens if the object hits something resultBounce = 2 ; type of particle this projectile makes (0 - None, 1 - Smoke, 2 - Flare, 3 - Fire) particleType = 3 ; optional spot lighting override overridespotlighting = 1