;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		    TINY BURNING BUILDING EFFECT				  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_smoke_tiny_1
{
	type particle
 	{
		texture			battlefield/fire/smoke1.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		3, 5
		age_range       		0.01, 0.05
        grow_range	 			1, 1 
        vel_range				1,1.8
        fade_time				1
        die_size				0.1, 0.4
		colour     				255, 235, 215
		alpha_max	   			60			 ; maximum alpha value
		spin_rate			    -0.14, 0.14
		acceleration			0,10,0
		system_radius			30
		sort_bias				1
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					50	     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	250		; distance in meters to reduce emission over
			emitter_falloff_bias	0.8			; 			
		}
	}
}

effect burning_building_smoke_tiny_2
{
	type particle
 	{
		texture			battlefield/fire/smoke2.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		8, 12
		age_range       		0.3, 0.6
        grow_range	 			1,1 
        vel_range				2,6
        fade_time				2
        die_size				0.1,0.5
		colour     				250, 210, 210
		alpha_max	   			80			 ; maximum alpha value
		spin_rate				-0.24, 0.24
		acceleration			0,2,0
		system_radius			30
		sort_bias				2
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,-5,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_smoke_tiny_3
{
	type particle
 	{
		texture			battlefield/fire/smoke3.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		7, 16
		age_range       		0.5,1
        grow_range	 			0.5, 1.4 
        vel_range				4.5, 11
        fade_time				4
        die_size				20, 40
		colour     				220,210,210
		alpha_max	   			80			 ; maximum alpha value
		spin_rate				-0.18, 0.18
		acceleration			0,1.8,0
		system_radius			30
		sort_bias				3
		sort 					instance
		fade_in_time			20.0f;

		emitter tri_surface
		{
			density					2     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	650		; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			; 			
		}
	}
}

effect burning_building_smoke_tiny_4
{
	type particle
 	{
		texture			battlefield/fire/smoke4.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		30,50
		age_range       		0.7,1
        grow_range	 			1,1 
        vel_range				20, 25
        fade_time				10
        die_size				5,5
		colour     				255,135,0
		alpha_max	   			60			 ; maximum alpha value
		spin_rate				-0.01, 0.01
		acceleration			0,1,0
		system_radius			30
		sort_bias				4
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					1	     	; how many particles per second
			offset_from_surface		0,-60,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_light_tiny
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	40
				0.1, 	38
				0.15, 	42
		}
		
		offset	0,	15,	0
	}
}

effect_set burning_tiny_building_set
{
	lod 1000
	{
		burning_building_smoke_tiny_1
		burning_building_smoke_tiny_2
		burning_building_smoke_tiny_3
		burning_building_smoke_tiny_4
		burning_building_light_tiny
		burning_building_sound_small
		fire_flare_sound
	}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		    SMALL BURNING BUILDING EFFECT				  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_smoke1
{
	type particle
 	{
		texture			battlefield/fire/smoke1.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		7, 18.4
		age_range       		0.01, 0.15
        grow_range	 			1, 1 
        vel_range				1.1, 2.5
        fade_time				1
        die_size				0.1, 0.4
		colour     				255, 235, 215
		alpha_max	   			60			 ; maximum alpha value
		spin_rate			    -0.14, 0.14
		acceleration			0,30,0
		system_radius			50
		sort_bias				1
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					50	     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	250		; distance in meters to reduce emission over
			emitter_falloff_bias	0.8			; 			
		}
	}
}

effect burning_building_smoke2
{
	type particle
 	{
		texture			battlefield/fire/smoke2.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		10, 20
		age_range       		0.1, 0.3
        grow_range	 			1,1 
        vel_range				10, 35
        fade_time				1
        die_size				0.1,0.5
		colour     				250, 210, 210
		alpha_max	   			140			 ; maximum alpha value
		spin_rate				-0.24, 0.24
		acceleration			0,6,0
		system_radius			50
		sort_bias				2
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					50	     	; how many particles per second
			offset_from_surface		0,-20,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_smoke3
{
	type particle
 	{
		texture			battlefield/fire/smoke3.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		20, 40
		age_range       		0.5,1.4
        grow_range	 			0.5, 1.4 
        vel_range				12.5, 26
        fade_time				4
        die_size				20, 40
		colour     				220,210,210
		alpha_max	   			100			 ; maximum alpha value
		spin_rate				-0.18, 0.18
		acceleration			0,1.8,0
		system_radius			50
		sort_bias				3
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					5     	; how many particles per second
			offset_from_surface		0,-1,0		; offset from surface to emit from

			emitter_falloff_dist	650		; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			; 			
		}
	}
}

effect burning_building_smoke4
{
	type particle
 	{
		texture			battlefield/fire/smoke4.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		90,110
		age_range       		0.7,1
        grow_range	 			1,1 
        vel_range				20, 25
        fade_time				10
        die_size				5,5
		colour     				255,135,0
		alpha_max	   			40			 ; maximum alpha value
		spin_rate				-0.01, 0.01
		acceleration			0,1,0
		system_radius			50
		sort_bias				4
		sort 					instance
		fade_in_time			20.0f;

		emitter tri_surface
		{
			density					3	     	; how many particles per second
			offset_from_surface		0,-60,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_light_small
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	60
				0.1, 	58
				0.15, 	62
		}
		offset	0,	15,	0
	}
}

effect_set burning_small_building_set
{
	lod 1000
	{
		burning_building_smoke1
		burning_building_smoke2
		burning_building_smoke3
		burning_building_smoke4
		burning_building_light_small
		burning_building_sound_small
		fire_flare_sound
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		    MEDIUM BURNING BUILDING EFFECT				  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_smoke5
{
	type particle
 	{
		texture			battlefield/fire/smoke1.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		10.8, 18.4
		age_range       		0.05, 0.25
        grow_range	 			1, 1 
        vel_range				1.1, 2.5
        fade_time				1.5
        die_size				0.1, 0.4
		colour     				255, 235, 215
		alpha_max	   			60			 ; maximum alpha value
		spin_rate			    -0.14, 0.14
		acceleration			0,25,0
		system_radius			80
		sort_bias				1
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					200	     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	250		; distance in meters to reduce emission over
			emitter_falloff_bias	0.8			; 			
		}
	}
}

effect burning_building_smoke6
{
	type particle
 	{
		texture			battlefield/fire/smoke2.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		15, 25
		age_range       		0.2, 0.4
        grow_range	 			1,1 
        vel_range				10, 35
        fade_time				1
        die_size				0.1,0.5
		colour     				250, 210, 210
		alpha_max	   			140			 ; maximum alpha value
		spin_rate				-0.24, 0.24
		acceleration			0,6,0
		system_radius			80
		sort_bias				2
		sort 					instance
		fade_in_time			20.0f;

		emitter tri_surface
		{
			density					120	     	; how many particles per second
			offset_from_surface		0,-20,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_smoke7
{
	type particle
 	{
		texture			battlefield/fire/smoke3.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		30.8, 60
		age_range       		0.8,2.4
        grow_range	 			0.5, 1.4 
        vel_range				12.5, 26
        fade_time				4
        die_size				20, 40
		colour     				220,210,210
		alpha_max	   			100			 ; maximum alpha value
		spin_rate				-0.18, 0.18
		acceleration			0,1.8,0
		system_radius			80
		sort_bias				3
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					15     	; how many particles per second
			offset_from_surface		0,-0.5,0		; offset from surface to emit from

			emitter_falloff_dist	650		; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			; 			
		}
	}
}

effect burning_building_smoke8
{
	type particle
 	{
		texture			battlefield/fire/smoke4.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		120,140
		age_range       		0.7,1
        grow_range	 			1,1 
        vel_range				20, 25
        fade_time				10
        die_size				5,5
		colour     				255,135,0
		alpha_max	   			40			 ; maximum alpha value
		spin_rate				-0.01, 0.01
		acceleration			0,1,0
		system_radius			80
		sort_bias				4
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					6	     	; how many particles per second
			offset_from_surface		0,-60,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_light_medium
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	80
				0.1, 	78
				0.15, 	82
		}
		offset	0,	8,	0
	}
}


effect_set burning_medium_building_set
{
	lod 1000
	{
		burning_building_smoke5
		burning_building_smoke6
		burning_building_smoke7
		burning_building_smoke8
		burning_building_light_medium
		burning_building_sound_medium
		fire_flare_sound
	}
}

effect building_light_unique
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	80
				0.1, 	78
				0.15, 	82
		}
		unique_id
		offset	0, 4, 0
	}
}

effect_set building_light_unique_set
{
	lod 1000
	{
		building_light_unique
		
	}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		    LARGE BURNING BUILDING EFFECT				  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_smoke9
{
	type particle
 	{
		texture			battlefield/fire/smoke1.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		14.8, 24.4
		age_range       		0.05, 0.25
        grow_range	 			1, 1 
        vel_range				1.1, 2.5
        fade_time				1
        die_size				0.1, 0.4
		colour     				255, 235, 215
		alpha_max	   			60			 ; maximum alpha value
		spin_rate			    -0.14, 0.14
		acceleration			0,30,0
		system_radius			120
		sort_bias				1
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					250	     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	250		; distance in meters to reduce emission over
			emitter_falloff_bias	0.8			; 			
		}
	}
}

effect burning_building_smoke10
{
	type particle
 	{
		texture			battlefield/fire/smoke2.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		25, 35
		age_range       		0.2, 0.4
        grow_range	 			1,1 
        vel_range				10, 35
        fade_time				1
        die_size				0.1,0.5
		colour     				250, 210, 210
		alpha_max	   			140			 ; maximum alpha value
		spin_rate				-0.24, 0.24
		acceleration			0,7,0
		system_radius			120
		sort_bias				2
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					200	     	; how many particles per second
			offset_from_surface		0,-20,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_smoke11
{
	type particle
 	{
		texture			battlefield/fire/smoke3.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		40, 100
		age_range       		0.8,2.4
        grow_range	 			0.5, 1.4 
        vel_range				12.5, 26
        fade_time				4
        die_size				20, 40
		colour     				220,210,210
		alpha_max	   			100			 ; maximum alpha value
		spin_rate				-0.18, 0.18
		acceleration			0,1.8,0
		system_radius			120
		sort_bias				3
		sort 					instance
		fade_in_time			20.0f;

		emitter tri_surface
		{
			density					15     	; how many particles per second
			offset_from_surface		0,-0.5,0		; offset from surface to emit from

			emitter_falloff_dist	650		; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			; 			
		}
	}
}

effect burning_building_smoke12
{
	type particle
 	{
		texture			battlefield/fire/smoke4.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		160,180
		age_range       		0.7,1
        grow_range	 			1,1 
        vel_range				20, 25
        fade_time				10
        die_size				5,5
		colour     				255,135,0
		alpha_max	   			40			 ; maximum alpha value
		spin_rate				-0.01, 0.01
		acceleration			0,1,0
		system_radius			120
		sort_bias				4
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					5	     	; how many particles per second
			offset_from_surface		0,-60,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_light_large
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	100
				0.1, 	98
				0.15, 	102
		}
		offset	0,	15,	0
	}
}

effect_set burning_large_building_set
{
	lod 1000
	{
		burning_building_smoke9
		burning_building_smoke10
		burning_building_smoke11
		burning_building_smoke12 
		burning_building_light_large
		burning_building_sound_large
		fire_flare_sound
	}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 					NIGHT BURNING BUILDING EFFECTS						;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		  NIGHT TINY BURNING BUILDING EFFECT			  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_smoke_tiny_1_night
{
	type particle
 	{
		texture			battlefield/fire/smoke1_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		3, 5
		age_range       		0.01, 0.05
        grow_range	 			1, 1 
        vel_range				1,1.8
        fade_time				1
        die_size				0.1, 0.4
		colour     				255, 235, 215
		alpha_max	   			60			 ; maximum alpha value
		spin_rate			    -0.14, 0.14
		acceleration			0,10,0
		system_radius			30
		sort_bias				1
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					30	     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	250		; distance in meters to reduce emission over
			emitter_falloff_bias	0.8			; 			
		}
	}
}

effect burning_building_smoke_tiny_2_night
{
	type particle
 	{
		texture			battlefield/fire/smoke2_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		8, 12
		age_range       		0.3, 0.6
        grow_range	 			1,1 
        vel_range				2,6
        fade_time				2
        die_size				0.1,0.5
		colour     				250, 210, 210
		alpha_max	   			60			 ; maximum alpha value
		spin_rate				-0.24, 0.24
		acceleration			0,2,0
		system_radius			30
		sort_bias				2
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					20	     	; how many particles per second
			offset_from_surface		0,-5,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_smoke_tiny_3_night
{
	type particle
 	{
		texture			battlefield/fire/smoke3_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		7, 16
		age_range       		0.5,1
        grow_range	 			0.5, 1.4 
        vel_range				4.5, 11
        fade_time				4
        die_size				20, 40
		colour     				220,210,210
		alpha_max	   			60			 ; maximum alpha value
		spin_rate				-0.18, 0.18
		acceleration			0,1.8,0
		system_radius			30
		sort_bias				3
		sort 					instance
		fade_in_time			20.0f;

		emitter tri_surface
		{
			density					5     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	650		; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			; 			
		}
	}
}

effect burning_building_smoke_tiny_4_night
{
	type particle
 	{
		texture			battlefield/fire/smoke4.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		30,50
		age_range       		0.7,1
        grow_range	 			1,1 
        vel_range				20, 25
        fade_time				10
        die_size				5,5
		colour     				255,135,0
		alpha_max	   			60			 ; maximum alpha value
		spin_rate				-0.01, 0.01
		acceleration			0,1,0
		system_radius			30
		sort_bias				4
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					1	     	; how many particles per second
			offset_from_surface		0,-60,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_light_tiny_night
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	40
				0.1, 	38
				0.15, 	42
		}
		
		offset	0,	15,	0
	}
}

effect_set burning_tiny_building_night_set
{
	lod 1000
	{
		burning_building_smoke_tiny_1_night
		burning_building_smoke_tiny_2_night
		burning_building_smoke_tiny_3_night
		burning_building_smoke_tiny_4_night
		burning_building_light_tiny_night
		burning_building_sound_small
		fire_flare_sound
	}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		    NIGHT SMALL BURNING BUILDING EFFECT			  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_smoke1_night
{
	type particle
 	{
		texture			battlefield/fire/smoke1_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		3, 5
		age_range       		0.01, 0.05
        grow_range	 			1, 1 
        vel_range				1,1.8
        fade_time				1
        die_size				0.1, 0.4
		colour     				255, 235, 215
		alpha_max	   			60			 ; maximum alpha value
		spin_rate			    -0.14, 0.14
		acceleration			0,10,0
		system_radius			30
		sort_bias				1
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					30	     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	250		; distance in meters to reduce emission over
			emitter_falloff_bias	0.8			; 			
		}
	}
}

effect burning_building_smoke2_night
{
	type particle
 	{
		texture			battlefield/fire/smoke2_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		8, 12
		age_range       		0.3, 0.6
        grow_range	 			1,1 
        vel_range				2,6
        fade_time				2
        die_size				0.1,0.5
		colour     				250, 210, 210
		alpha_max	   			60			 ; maximum alpha value
		spin_rate				-0.24, 0.24
		acceleration			0,2,0
		system_radius			30
		sort_bias				2
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					20	     	; how many particles per second
			offset_from_surface		0,-5,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_smoke3_night
{
	type particle
 	{
		texture			battlefield/fire/smoke3_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		20, 40
		age_range       		0.5,1.4
        grow_range	 			0.5, 1.4 
        vel_range				12.5, 26
        fade_time				4
        die_size				10, 30
		colour     				190,180,180
		alpha_max	   			30			 ; maximum alpha value
		spin_rate				-0.18, 0.18
		acceleration			0,1.8,0
		system_radius			50
		sort_bias				3
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					5     	; how many particles per second
			offset_from_surface		0,-1,0		; offset from surface to emit from

			emitter_falloff_dist	650		; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			; 			
		}
	}
}

effect burning_building_smoke4_night
{
	type particle
 	{
		texture			battlefield/fire/smoke4.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		90,110
		age_range       		0.7,1
        grow_range	 			1,1 
        vel_range				20, 25
        fade_time				10
        die_size				5,5
		colour     				155,35,0
		alpha_max	   			40			 ; maximum alpha value
		spin_rate				-0.01, 0.01
		acceleration			0,1,0
		system_radius			50
		sort_bias				4
		sort 					instance
		fade_in_time			20.0f;

		emitter tri_surface
		{
			density					3	     	; how many particles per second
			offset_from_surface		0,-60,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_light_small_night
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	60
				0.1, 	58
				0.15, 	62
		}
		offset	0,	15,	0
	}
}

effect_set burning_small_building_night_set
{
	lod 1000
	{
		burning_building_smoke1_night
		burning_building_smoke2_night
		burning_building_smoke3_night
		burning_building_smoke4_night
		burning_building_light_small_night
		burning_building_sound_small
		fire_flare_sound
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		    NIGHT MEDIUM BURNING BUILDING EFFECT		  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_smoke5_night
{
	type particle
 	{
		texture			battlefield/fire/smoke1_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		10.8, 18.4
		age_range       		0.05, 0.25
        grow_range	 			1, 1 
        vel_range				1.1, 2.5
        fade_time				1.5
        die_size				0.1, 0.4
		colour     				255, 235, 215
		alpha_max	   			60			 ; maximum alpha value
		spin_rate			    -0.14, 0.14
		acceleration			0,25,0
		system_radius			80
		sort_bias				1
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					200	     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	250		; distance in meters to reduce emission over
			emitter_falloff_bias	0.8			; 			
		}
	}
}

effect burning_building_smoke6_night
{
	type particle
 	{
		texture			battlefield/fire/smoke2_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		10, 50
		age_range       		0.1, 0.3
        grow_range	 			1,1 
        vel_range				10, 35
        fade_time				1
        die_size				0.1,0.5
		colour     				250, 210, 210
		alpha_max	   			80			 ; maximum alpha value
		spin_rate				-0.24, 0.24
		acceleration			0,6,0
		system_radius			80
		sort_bias				2
		sort 					instance
		fade_in_time			20.0f;

		emitter tri_surface
		{
			density					180	     	; how many particles per second
			offset_from_surface		0,-20,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_smoke7_night
{
	type particle
 	{
		texture			battlefield/fire/smoke3_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		30.8, 60
		age_range       		0.8,2.4
        grow_range	 			0.5, 1.4 
        vel_range				12.5, 26
        fade_time				4
        die_size				20, 40
		colour     				220,210,210
		alpha_max	   			60			 ; maximum alpha value
		spin_rate				-0.18, 0.18
		acceleration			0,1.8,0
		system_radius			80
		sort_bias				3
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					7     	; how many particles per second
			offset_from_surface		0,-0.5,0		; offset from surface to emit from

			emitter_falloff_dist	650		; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			; 			
		}
	}
}

effect burning_building_smoke8_night
{
	type particle
 	{
		texture			battlefield/fire/smoke4.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		120,140
		age_range       		0.7,1
        grow_range	 			1,1 
        vel_range				20, 25
        fade_time				10
        die_size				5,5
		colour     				255,135,0
		alpha_max	   			40			 ; maximum alpha value
		spin_rate				-0.01, 0.01
		acceleration			0,1,0
		system_radius			80
		sort_bias				4
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					6	     	; how many particles per second
			offset_from_surface		0,-60,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_light_medium_night
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	80
				0.1, 	78
				0.15, 	82
		}
		offset	0,	8,	0
	}
}


effect_set burning_medium_building_night_set
{
	lod 1000
	{
		burning_building_smoke5_night
		burning_building_smoke6_night
		burning_building_smoke7_night
		burning_building_smoke8_night
		burning_building_light_medium_night
		burning_building_sound_medium
		fire_flare_sound
	}
}

effect building_light_unique_night
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	80
				0.1, 	78
				0.15, 	82
		}
		unique_id
		offset	0, 4, 0
	}
}

effect_set building_light_unique_night_set
{
	lod 1000
	{
		building_light_unique_night
		
	}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		    NIGHT LARGE BURNING BUILDING EFFECT			  ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_smoke9_night
{
	type particle
 	{
		texture			battlefield/fire/smoke1_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		14.8, 24.4
		age_range       		0.05, 0.25
        grow_range	 			1, 1 
        vel_range				1.1, 2.5
        fade_time				1
        die_size				0.1, 0.4
		colour     				255, 235, 215
		alpha_max	   			30			 ; maximum alpha value
		spin_rate			    -0.14, 0.14
		acceleration			0,30,0
		system_radius			120
		sort_bias				1
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					100	     	; how many particles per second
			offset_from_surface		0,-3,0		; offset from surface to emit from

			emitter_falloff_dist	250		; distance in meters to reduce emission over
			emitter_falloff_bias	0.8			; 			
		}
	}
}

effect burning_building_smoke10_night
{
	type particle
 	{
		texture			battlefield/fire/smoke2_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		25, 35
		age_range       		0.2, 0.4
        grow_range	 			1,1 
        vel_range				10, 35
        fade_time				1
        die_size				0.1,0.5
		colour     				210, 170, 170
		alpha_max	   			70			 ; maximum alpha value
		spin_rate				-0.24, 0.24
		acceleration			0,7,0
		system_radius			120
		sort_bias				2
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					200	     	; how many particles per second
			offset_from_surface		0,-20,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_smoke11_night
{
	type particle
 	{
		texture			battlefield/fire/smoke3_dark.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		40, 100
		age_range       		0.8,2.4
        grow_range	 			0.5, 1.4 
        vel_range				12.5, 26
        fade_time				4
        die_size				20, 40
		colour     				220,210,210
		alpha_max	   			20			 ; maximum alpha value
		spin_rate				-0.18, 0.18
		acceleration			0,1.8,0
		system_radius			120
		sort_bias				3
		sort 					instance
		fade_in_time			20.0f;

		emitter tri_surface
		{
			density					10     	; how many particles per second
			offset_from_surface		0,-0.5,0		; offset from surface to emit from

			emitter_falloff_dist	650		; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			; 			
		}
	}
}

effect burning_building_smoke12_night
{
	type particle
 	{
		texture			battlefield/fire/smoke4.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		160,180
		age_range       		0.7,1
        grow_range	 			1,1 
        vel_range				20, 25
        fade_time				10
        die_size				5,5
		colour     				255,135,0
		alpha_max	   			40			 ; maximum alpha value
		spin_rate				-0.01, 0.01
		acceleration			0,1,0
		system_radius			120
		sort_bias				4
		sort 					instance
		fade_in_time			20.0f;
		
		emitter tri_surface
		{
			density					5	     	; how many particles per second
			offset_from_surface		0,-60,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect burning_building_light_large_night
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.05, 	240, 100, 0
				0.1, 	240, 130, 0
				0.15, 	240, 80, 0
				0.2, 	240, 140, 0
				0.25, 	240, 70, 0
				0.3, 	240, 120, 0
		}
			
		keyframe_radius
		{
				0.05, 	100
				0.1, 	98
				0.15, 	102
		}
		offset	0,	15,	0
	}
}

effect burning_building_light_large_night_test
{
	type light
	{
		fade_in_time	20.0
		fade_out_time	2.0
			
		keyframe_colour
		{
				0.0, 	255, 255, 255, 255
		}
			
		keyframe_radius
		{
				0.05, 	100
				0.1, 	98
				0.15, 	102
		}
		offset	0,	15,	0
	}
}


effect_set burning_large_building_night_set
{
	lod 1000
	{
		burning_building_smoke9_night
		burning_building_smoke10_night
		burning_building_smoke11_night
		burning_building_smoke12_night 
		burning_building_light_large_night
		burning_building_sound_large
		fire_flare_sound
	}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;	SMOKE EFFECTS

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SMALL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect burning_building_light
{
	type light
	{
			
		keyframe_colour
		{
				0.00, 	238, 173,  140
				0.05, 	238, 148, 108
				0.15	236, 158,152
				0.18, 	220, 151,  119
				0.21, 	230, 165,  108
				0.26, 	238, 177, 137
				0.31, 	236, 158,152
		}
			
		keyframe_radius
		{
				0.0, 	3		
		}
		
		light_map_scale 0.05
	}
}


effect flaming_particles_small
{
	type particle
	{
		texture				battlefield/fire/#flame_wheel.tga		
;		texture				models_effects/textures/checker_board.tga
		sprite_origin		0.0, 0.0
		sprite_size			1.0, 1.0

		size_range       	0.5, 5
		age_range        	1, 2
		die_size			0, 1
	    grow_range		 	1,1
		vel_range  			0.5, 1
		wind_modifier 		4.0
		fade_time			0
		sort_bias				-1
		sort 					instance

		
		keyframe_colour
		{
				0.0, 	0,   255, 255,     255
				0.1, 	100, 255,  255,   255
				0.5, 	100, 255,   255,   255
				1.0, 	0,   255,   255,   255
		}
		
		alpha_max	   		90			 ; maximum alpha value
		initial_size		1, 2
		blend_type			additive
		offset				0.0, 0.0, 0.0
		max_particles       3000

		emitter distance_time
		{
			density			        5	     	; how many particels per second
			emitter_falloff_dist	1000			; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			
			distance_scale  		500
			max_distance			0.5			
		}

		random_emit_radius		0.0, 0.2
		system_radius			2.0			    ; radius used for culling
		batched
	}
}




effect dense_smoke_small
{
	type particle
 	{
		texture			battlefield/fire/smoke6.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.35, 0.65
		size_range      		1, 4
		age_range       		1, 3
        grow_range	 			1.9,1.5 
        vel_range				0.01, 0.3
        fade_time				10
        die_size				5, 20  
		colour     				255,255,255
		alpha_max	   			100			 ; maximum alpha value
		spin_rate				-0.04, 0.04
		acceleration			0,0.15,0
		system_radius			10
		sort_bias				4
		sort 					instance
		fade_in_time			0.0;
		intial_size				0.5, 1.5
        offset				0.0, 2, 0.0
		wind_modifier			7
				clr_adjust_by_ambient_intensity


		
		
		emitter 				time
		{
			density					2	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect dense_smoke_short
{
	type particle
 	{
		texture			battlefield/fire/smoke4.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		1, 2.4
		age_range       		2.4, 3.5
        grow_range	 			1.9,1.5 
        vel_range				0.01, 0.014
        fade_time				1.5
        die_size				14, 16
		colour     				255,255,255
		alpha_max	   			90			 ; maximum alpha value
		spin_rate				-0.09, 0.09
		acceleration			0,0.3,0
		system_radius			10
		sort_bias				4
		sort 					instance
		fade_in_time			0.0;
		intial_size				1, 1.5
		wind_modifier			7
				clr_adjust_by_ambient_intensity


		
		
		emitter 				time
		{
			density					5	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}




effect fiery_smoke_small
{
	type particle
 	{
		texture			battlefield/fire/firey_smoke.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		0.5, 1
		age_range       		0.5, 1.2
        grow_range	 			2,3 
        vel_range				0.5, 0.9
        fade_time				1
        die_size				2, 6
		colour     				255,255,255
		alpha_max	   			100			 ; maximum alpha value
		spin_rate				-0.05, 0.05
		acceleration			0,0.2,0
		system_radius			10
		sort_bias				2
		sort 					instance
		fade_in_time			0.0;
		intial_size				2, 3
		wind_modifier			9
		offset                  0,0.5,0
		

		
		
		emitter 				time
		{
			density					4	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}


effect nahptha_fiery_smoke_small
{
	type particle
 	{
		texture			battlefield/fire/firey_smoke.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		1.5, 2.4 
		age_range       		1.5, 1.7
        grow_range	 			1.9,1.5 
        vel_range				0.5, 0.9
        fade_time				0.4
        die_size				5, 6
		colour     				255,255,255
		alpha_max	   			50			 ; maximum alpha value
		spin_rate				-0.09, 0.09
		acceleration			0,0.6,0
		system_radius			10
		sort_bias				4
		sort 					instance
		fade_in_time			0.0;
		intial_size				1, 1.5
		wind_modifier			7
		

		
		
		emitter 				time
		{
			density					3	     	; how many particles per second
			offset_from_surface		0,-1.0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}



;	MEDIUM FLAME

effect small_flame
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.1, 0.1
		age_range       		0.7, 0.9
        grow_range	 			30, 40
        vel_range				1.5, 3.3
        fade_time				0.17, 0.35
        die_size				0.01, 0.01
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.25, 0.25
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			7
		blend_type				additive
		intial_size				3.0, 4.0
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				2.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}

effect nahptha_small_flame
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.1, 0.1
		age_range       		0.4, 0.7
        grow_range	 			30, 40
        vel_range				1.5, 1.3
        fade_time				0.17, 0.35
        die_size				0.01, 0.01
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.25, 0.25
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			7
		blend_type				additive
		intial_size				3.0, 4.0
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				2.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					5	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}


effect small_flame_window
{
	type particle
	{
		texture			battlefield/fire/flame.tga
;		texture				models_effects/textures/checker_board.tga
		sprite_origin		0.0, 0.0
		sprite_size			1.0, 1.0

		size_range       	0.05, 0.02
		age_range        	2.6, 1.7
	    grow_range		 	1.0, 1.0
		vel_range  			0.5, 0.7
		wind_modifier 		4.0

		
		keyframe_colour
		{
;				0.0		255, 255, 255, 255
				0.0, 	255,   255, 255,     255
				0.1, 	100, 255,  255,   255
				0.5, 	100, 255,   255,   255
				1.0, 	50,   255,   255,   255
		}
		
		alpha_max	   		60			 ; maximum alpha value
		initial_size		0.9, 1.7
		blend_type			additive
		offset				0.0, 0.0, 0.0
		max_particles       3000

		emitter distance_time
		{
			density			        7 	     	; how many particels per second
			emitter_falloff_dist	100			; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			
			distance_scale  		5
			max_distance			0.5			
		}

		random_emit_radius		0, 0.1
		system_radius			2.0			    ; radius used for culling
		batched
	}
}

effect embers_small
{
	type particle
 	{
		texture			battlefield/fire/embers_1.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.1, 0.2
		size_range      		1, 2
		age_range       		0.5, 3
        grow_range	 			0.5,1 
        vel_range				.5, 1
        fade_time				3
        die_size				2, 4
		colour     				255,255,255
		alpha_max	   			200		 ; maximum alpha value
		spin_rate				-0.1, 0.1
		acceleration			0,0.15,0
		system_radius			10
		sort_bias				4
		sort 					instance
		fade_in_time			10;
		intial_size				1, 2
		wind_modifier			11
		random_emit_radius		0.5, 0.5

		
		
		emitter 				time
		{
			density					1	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 
			random_emit_radius		3, 3			
		}
	}
}


effect small_flame_particle
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.01, 0.01
		age_range       		1.1, 1.04
        grow_range	 			70, 30
        vel_range				7.5, 8.3
        fade_time				0.17, 0.35
        die_size				0.0, 0.01
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.25, 0.25
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				4
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			7
		blend_type				additive
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				1.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					3	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;	MEDIUM	  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect flaming_particles_medium


{
	type particle
	{
		texture				battlefield/fire/#flame_wheel.tga		
;		texture				models_effects/textures/checker_board.tga
		sprite_origin		0.0, 0.0
		sprite_size			1.0, 1.0

		size_range       	0.5, 5
		age_range        	1, 2
		die_size			0, 1
	    grow_range		 	1,1
		vel_range  			1, 2
		wind_modifier 		4.0
		fade_time			0
		sort_bias				-1.5
		sort 					instance
		

		
		keyframe_colour
		{
;				0.0		255, 255, 255, 255
				0.0, 	0,   255, 255,     255
				0.1, 	100, 255,  255,   255
				0.5, 	100, 255,   255,   255
				1.0, 	50,   255,   255,   255
		}
		
		alpha_max	   		90			 ; maximum alpha value
		initial_size		3, 4
		blend_type			additive
		offset				0.0, 0.0, 0.0
		max_particles       3000

		emitter distance_time
		{
			density			        5	     	; how many particels per second
			emitter_falloff_dist	1000			; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			
			distance_scale  		500
			max_distance			0.5			
		}

		random_emit_radius		0.0, 0.2
		system_radius			2.0			    ; radius used for culling
		batched
	}
}

effect embers_medium
{
	type particle
 	{
		texture			battlefield/fire/embers_1.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.1, 0.2
		size_range      		0.2, 2
		age_range       		0.5, 3
        grow_range	 			0.5,2 
        vel_range				.5, 2
        fade_time				4
        die_size				2, 5
		colour     				255,255,255
		alpha_max	   			200		 ; maximum alpha value
		spin_rate				-0.05, 0.05
		acceleration			0,0.15,0
		system_radius			10
		sort_bias				-1
		sort 					instance
		fade_in_time			10;
		intial_size				1, 1.5
		wind_modifier			11
		random_emit_radius		1, 1

		
		
		emitter 				time
		{
			density					1	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 
			random_emit_radius		3, 3			
		}
	}
}



effect dense_smoke_medium
{
	type particle
 	{
		texture			battlefield/fire/smoke6.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.35, 0.65
		size_range      		1, 4
		age_range       		2, 4
        grow_range	 			1.9,1.5 
        vel_range				0.01, 0.3
        fade_time				15
        die_size				5, 35  
		colour     				255,255,255
		alpha_max	   			100			 ; maximum alpha value
		spin_rate				-0.04, 0.04
		acceleration			0,0.15,0
		system_radius			10
		sort_bias				0
		sort 					instance
		fade_in_time			0.0;
		intial_size				0.5, 1.5
        offset				0, 1.5, 0.0
		wind_modifier			7
				clr_adjust_by_ambient_intensity


		
		
		emitter 				time
		{
			density					4	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}


;	MEDIUM FIERY SMOKE

effect fiery_smoke_medium
{
	type particle
 	{
		texture			battlefield/fire/firey_smoke.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		2.5, 3
		age_range       		0.5, 1.2
        grow_range	 			1,2 
        vel_range				0.5, 0.9
        fade_time				2
        die_size				3, 12
		colour     				255,255,255
		alpha_max	   			100			 ; maximum alpha value
		spin_rate				-0.05, 0.05
		acceleration			0,0.3,0
		system_radius			10
		sort_bias				-0.5
		sort 					instance
		fade_in_time			0.0;
		intial_size				1, 2
		wind_modifier			9
		offset                  0,0.5,0
		

		
		
		emitter 				time
		{
			density					3	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}


;	MEDIUM FLAME

effect medium_flame
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.1, 0.1
		age_range       		0.7, 0.9
        grow_range	 			60, 80
        vel_range				3.5, 5.3
        fade_time				0.17, 0.35
        die_size				0.01, 0.01
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.25, 0.25
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			7
		blend_type				additive
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				2.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}

effect medium_building_fire
{
	type particle
 	{
		texture			battlefield/fire/firey_smoke.tga

			sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		1.0, 3.0
		age_range       		0.5, 0.7
        grow_range	 			1, 1 
        vel_range				1.0, 1.0
        fade_time				2.5
        die_size				3, 4
        colour					255,255,255
		alpha_max	   			200		 ; maximum alpha value
		spin_rate				-0.5,0.5
		acceleration			0,1,0
		wind_modifier			1.0
		initial_size			1.0, 3.0
		fade_in_time			0.3
		blend_type				additive
		emitter 				time
		{
			density					15	     	; how many particles per second
			offset_from_surface		0,-1,0		; offset from surface to emit from

			emitter_falloff_dist	400			; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			; 			
		}
	}
}

effect medium_flame_window
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.1, 0.1
		age_range       		0.0, 0.0
        grow_range	 			60, 80
        vel_range				3.5, 5.3
        fade_time				0.17, 0.35
        die_size				0.01, 0.01
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.25, 0.25
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			7
		blend_type				additive
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				2.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}


effect medium_flame_particle
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.01, 0.01
		age_range       		1.1, 1.04
        grow_range	 			190, 160
        vel_range				7.5, 8.3
        fade_time				0.17, 0.35
        die_size				0.0, 0.01
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.25, 0.25
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			7
		blend_type				additive
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				1.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					3	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LARGE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


effect flaming_particles_large

{
	type particle
	{
		texture				battlefield/fire/#flame_wheel.tga		
;		texture				models_effects/textures/checker_board.tga
		sprite_origin		0.0, 0.0
		sprite_size			1.0, 1.0

		size_range       	0.5, 5
		age_range        	1, 2
		die_size			0, 3
	    grow_range		 	1,1
		vel_range  			1, 2
		wind_modifier 		4.0
		fade_time			0
		sort_bias				-1.5
		sort 					instance

		
		keyframe_colour
		{
				0.0, 	0,   255, 255,     255
				0.1, 	100, 255,  255,   255
				0.5, 	100, 255,   255,   255
				1.0, 	50,   255,   255,   255
		}
		
		alpha_max	   		90			 ; maximum alpha value
		initial_size		3, 5
		blend_type			additive
		offset				0.0, 0.0, 0.0
		max_particles       3000

		emitter distance_time
		{
			density			        5	     	; how many particels per second
			emitter_falloff_dist	1000			; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			
			distance_scale  		500
			max_distance			0.5			
		}

		random_emit_radius		0.0, 0.2
		system_radius			2.0			    ; radius used for culling
		batched
	}
}

effect embers_large
{
	type particle
 	{
		texture			battlefield/fire/embers_1.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.1, 0.2
		size_range      		0.2, 2
		age_range       		1, 3.5
        grow_range	 			0.5,2 
        vel_range				.5, 2
        fade_time				4
        die_size				6, 10
		colour     				255,255,255
		alpha_max	   			200		 ; maximum alpha value
		spin_rate				-0.05, 0.05
		acceleration			0,0.15,0
		system_radius			10
		sort_bias				-1
		sort 					instance
		fade_in_time			10;
		intial_size				1, 1.5
		wind_modifier			11
		

		
		
		emitter 				time
		{
			density					1	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 
			random_emit_radius		3, 3			
		}
	}
}


effect dense_smoke_large
{
	type particle
 	{
		texture			battlefield/fire/smoke6.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.35, 0.65
		size_range      		2, 6
		age_range       		3.4, 6.5
        grow_range	 			1.9,1.5 
        vel_range				0.01, 0.3
        fade_time				15
        die_size				5, 45
		colour     				255,255,255
		alpha_max	   			100			 ; maximum alpha value
		spin_rate				-0.04, 0.04
		acceleration			0,0.2,0
		system_radius			10
		sort_bias				0
		sort 					instance
		fade_in_time			0.0;
		intial_size				0.5, 1.5
        offset				0.0, 0.5, 0.0
		wind_modifier			7
				clr_adjust_by_ambient_intensity


		
		
		emitter 				time
		{
			density					4	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}


;	MEDIUM FIERY SMOKE

effect fiery_smoke_large
{
	type particle
 	{
		texture			battlefield/fire/firey_smoke.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		3, 3
		age_range       		0.5, 1.5
        grow_range	 			2,3 
        vel_range				0.5, 0.9
        fade_time				4
        die_size				3, 12
		colour     				255,255,255
		alpha_max	   			60			 ; maximum alpha value
		spin_rate				-0.15, 0.15
		acceleration			0,0.3,0
		system_radius			10
		sort_bias				-0.5
		sort 					instance
		fade_in_time			0.0;
		intial_size				2, 3
		wind_modifier			9
		

		
		
		emitter 				time
		{
			density					3	     	; how many particles per second
			offset_from_surface		0,0.5,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}


;	MEDIUM FLAME

effect large_flame
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.1, 0.1
		age_range       		0.7, 0.9
        grow_range	 			90, 110
        vel_range				3.5, 5.3
        fade_time				0.17, 0.35
        die_size				0.01, 0.01
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.25, 0.25
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			7
		blend_type				additive
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				2.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}


effect large_flame_particle
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.2, 0.3
		age_range       		1.1, 1.04
        grow_range	 			1, 2
        vel_range				7.5, 8.3
        fade_time				0.17, 0.35
        die_size				0.0, 0.01
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.25, 0.25
		acceleration			0,2,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			2
		wind_modifier			7
		blend_type				additive
		
		keyframe_colour
		{
		        0.0, 	0, 255, 255, 255
				0.8, 	200, 255, 255, 255
				1.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					4	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; EXTRA LARGE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


effect flaming_particles_extra_large

{
	type particle
	{
		texture				battlefield/fire/#flame_wheel.tga		
;		texture				models_effects/textures/checker_board.tga
		sprite_origin		0.0, 0.0
		sprite_size			1, 5

		size_range       	2, 5
		age_range        	2.0, 4.0
	    grow_range		 	1.0, 1
		vel_range  			0.5, 1.3
		wind_modifier 		4.0
		sort_bias           -1
		sort                instance

		
		keyframe_colour
		{
;				0.0		255, 255, 255, 255
				0.0, 	255,   255, 255,     255
				0.1, 	100, 255,  255,   255
				0.5, 	100, 255,   255,   255
				1.0, 	50,   255,   255,   255
		}
		
		alpha_max	   		150			 ; maximum alpha value
		initial_size		3.1, 4.3
		blend_type			additive
		offset				0.0, 0.0, 0.0
		max_particles       3000

		emitter distance_time
		{
			density			        4 	     	; how many particels per second
			emitter_falloff_dist	1000			; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			
			distance_scale  		500
			max_distance			2			
		}

		random_emit_radius		0.1, 0.5
		system_radius			2.0			    ; radius used for culling
		batched
	}
}



effect dense_smoke_extra_large
{
	type particle
 	{
		texture			battlefield/fire/smoke6.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		2, 8
		age_range       		2, 4
        grow_range	 			1.2,1.8 
        vel_range				0.01, 0.8
        fade_time				20
        die_size				10, 70
		colour     				255,255,255
		alpha_max	   			114			 ; maximum alpha value
		spin_rate				-0.05, 0.05
		acceleration			0,0.25,0
		system_radius			10
		sort_bias				0
		sort 					instance
		fade_in_time			0.5;
		intial_size				1, 1.5
        offset				0.0, 3, 0.0
		wind_modifier			11
				clr_adjust_by_ambient_intensity


		
		
		emitter 				time
		{
			density					4	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}


effect fiery_smoke_extra_large
{
	type particle
 	{
		texture			battlefield/fire/firey_smoke.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.6, 0.6
		size_range      		5, 7
		age_range       		1, 2
        grow_range	 			1,1.9 
        vel_range				0.5, 0.9
        fade_time				2.4
        die_size				8, 20
		colour     				255,255,255
		alpha_max	   			60			 ; maximum alpha value
		spin_rate				-0.1, 0.1
		acceleration			0,1,0
		system_radius			10
		sort_bias				-0.5
		sort 					instance
		fade_in_time			0.0;
		intial_size				1, 1.5
		offset                  0,0.3,0
		wind_modifier			11
		

		
		
		emitter 				time
		{
			density					3	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 			
		}
	}
}

effect embers_extra_large
{
	type particle
 	{
		texture			battlefield/fire/embers_1.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.1, 0.2
		size_range      		0.2, 3
		age_range       		1.5, 3
        grow_range	 			2,2.5 
        vel_range				1.0, 2
        fade_time				6
        die_size				8, 10
		colour     				255,255,255
		alpha_max	   			100		 ; maximum alpha value
		spin_rate				-0.12, 0.12
		acceleration			0,0.4,0
		system_radius			10
		sort_bias				-1
		sort 					instance
		fade_in_time			10;
		intial_size				1, 1.5
		wind_modifier			11
		random_emit_radius		2,2 	

		
		
		emitter 				time
		{
			density					2	     	; how many particles per second
			offset_from_surface		5,5,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 
			random_emit_radius		3,3			
		}
	}
}

effect ash_extra_large
{
	type particle
 	{
		texture			battlefield/fire/embers_1.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.1, 0.2
		size_range      		3, 5
		age_range       		15, 20
        grow_range	 			2,2.5 
        vel_range				1.5, 3
        fade_time				8
        die_size				5, 10
		colour     				255,255,255
		alpha_max	   			150		 ; maximum alpha value
		spin_rate				-0.12, 0.12
		acceleration			0,-0.2,0
		system_radius			10
		sort_bias				4
		sort 					instance
		fade_in_time			30;
		intial_size				1, 2
		wind_modifier			15
		random_emit_radius		1,1 	
        offset                  0,3,0
		
		keyframe_colour
		{
				0, 	0, 255, 210,47
				5,  0,0,0,0
				6.0, 	120, 0, 0, 0
				14,      120,0,0,0
				15, 	0, 0, 0, 0
		}
		
		
		emitter 				time
		{
			density					2	     	; how many particles per second
			offset_from_surface		5,5,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 
			random_emit_radius		3,3			
		}
	}
}


effect extra_large_flame
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.2, 0.65
		size_range      		3,4
		age_range       		0.7, 0.9
        grow_range	 			2, 3
        vel_range				0.5, 2.3
        fade_time				0.17, 0.35
        die_size				2, 3
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.2, 0.2
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			6
		blend_type				additive
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				2.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					10	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}


effect extra_large_flame_particle
{
	type particle
 	{
		texture			battlefield/fire/flame.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 1
		size_range      		8, 10
		age_range       		8, 10
        grow_range	 			50, 60
        vel_range				5, 8.3
        fade_time				1, 2
        die_size				8, 10
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.4, 0.4
		acceleration			0,5,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			7
		blend_type				additive
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				1.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					10	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;CRUMBLE DUST 

effect crumble_dust_small
{
	type particle
 	{
		texture			battlefield/fire/building_dust.tga

		sprite_origin			0.2, 0.2
		sprite_size				1, 1 
		size_range      		1, 2
		age_range       		1,1.5
        grow_range	 			2,5
        vel_range				0
        fade_time				0
        die_size				10
		colour     				255,255,255
		alpha_max	   			200 			 ; maximum alpha value
		spin_rate				-0.10, 0.10
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				4
		sort 					instance
		fade_in_time			0.2;
		wind_modifier	 		7
		
				clr_adjust_by_ambient_intensity
				
	    keyframe_colour
		{
				0.0, 	150, 255, 255, 255
				0.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}
effect crumble_dust_medium
{
	type particle
 	{
		texture			battlefield/fire/building_dust.tga

		sprite_origin			0.2, 0.2
		sprite_size				1, 1 
		size_range      		1, 2
		age_range       		1,1.5
        grow_range	 			5,8
        vel_range				0
        fade_time				0
        die_size				10
		colour     				255,255,255
		alpha_max	   			200 			 ; maximum alpha value
		spin_rate				-0.10, 0.10
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				4
		sort 					instance
		fade_in_time			0.2;
		wind_modifier	 		7
		
				clr_adjust_by_ambient_intensity
				
	    keyframe_colour
		{
				0.0, 	150, 255, 255, 255
				0.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}
effect crumble_dust_large
{
	type particle
 	{
		texture			battlefield/fire/building_dust.tga

		sprite_origin			0.2, 0.2
		sprite_size				1, 1 
		size_range      		2, 4
		age_range       		2,5
        grow_range	 			8,5
        vel_range				0
        fade_time				0
        die_size				20
		colour     				255,255,255
		alpha_max	   			200 			 ; maximum alpha value
		spin_rate				-0.07, 0.07
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				4
		sort 					instance
		fade_in_time			0.2;
		wind_modifier	 		7
		
				clr_adjust_by_ambient_intensity
				
	    keyframe_colour
		{
				0.0, 	150, 255, 255, 255
				5.0, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}
effect crumble_dust_extra_large
{
	type particle
 	{
		texture			battlefield/fire/building_dust.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.35, 0 .54
		age_range       		3.7, 3.9
        grow_range	 			70, 90
        vel_range				1.5, 1.3
        fade_time				0.05, 0.03
        die_size				0.01, 0.01
		colour     				255,255,255
		alpha_max	   			200 			 ; maximum alpha value
		spin_rate				-0.10, 0.10
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				4
		sort 					instance
		fade_in_time			0.0;
		wind_modifier	 		7
		
				clr_adjust_by_ambient_intensity

		keyframe_colour
		{
				0.0, 	255, 255, 255, 255
				3.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	} 
}



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

effect medium_building_fire
{
	type particle
 	{
		texture			battlefield/fire/firey_smoke.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		0.1, 0.1
		age_range       		0.7, 0.9
        grow_range	 			60, 80
        vel_range				3.5, 5.3
        fade_time				0.17, 0.35
        die_size				0.01, 0.01
		colour     				255,255,255
		alpha_max	   			150			 ; maximum alpha value
		spin_rate				-0.25, 0.25
		acceleration			0,0.01,0
		system_radius			30
		sort_bias				-1
		sort 					instance
		fade_in_time			0.0;
		wind_modifier			7
		blend_type				additive
		
		keyframe_colour
		{
				0.0, 	200, 255, 255, 255
				2.5, 	0, 255, 255, 255
		}


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		0, 0.1
		
		}
	}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Hemisphere dust effects

effect building_collapse_dust_fade_small
{
    type particle
     {
        texture                    battlefield/fire/building_dust.tga

        sprite_origin            0.1, 0.1
        sprite_size                2, 2
        size_range              5, 5
        age_range               7, 7
        grow_range              1 ,1
        vel_range                0.5, 1.5 
        fade_time                9
        die_size                10
        colour                     255, 255, 255
        alpha_max                   120     ; maximum alpha value
        spin_rate                0.1, -0.1
        acceleration            0,0.0,0
        max_particles            400
        sort_bias				0
		sort 					instance
		fade_in_time			0.15;
		wind_modifier	 		3
		
				clr_adjust_by_ambient_intensity

		keyframe_colour
		{
				0.0, 	90, 255, 255, 255
				7, 	0, 255, 255, 255
		}

        
        emitter hemisphere
        {
            density                    200            ; how many particles per second
            min_angle                0            ; minimum angle up from horizontal to emit in
            max_angle               25        ; maximum angle up from horizontal to emit in
            shrink_factor            0.5
        }
    }
}

effect building_collapse_dust_fade_medium
{
    type particle
     {
        texture                    battlefield/fire/building_dust.tga

        sprite_origin            0.1, 0.1
        sprite_size                0.8, 0.8
        size_range              10, 15
        age_range               15, 15
        grow_range                 1 ,1
        vel_range                0.5, 1.5
        fade_time                15
        die_size                20,0
        colour                     255, 255, 255
        alpha_max                   150     ; maximum alpha value
        spin_rate                0.1, -0.1
        acceleration            0,0.0,0
        max_particles            400
        sort_bias				0
		sort 					instance
		fade_in_time			0.2;
		wind_modifier	 		2
		
				clr_adjust_by_ambient_intensity
				
		keyframe_colour
		{
				0.0, 	90, 255, 255, 255
				10, 	0, 255, 255, 255
		}

        
        emitter hemisphere
        {
            density                    80            ; how many particles per second
            min_angle                0            ; minimum angle up from horizontal to emit in
            max_angle               15        ; maximum angle up from horizontal to emit in
            shrink_factor            0.1
        }
    }
}

effect building_collapse_dust_fade_large
{
    type particle
     {
        texture                    battlefield/fire/building_dust.tga

        sprite_origin            0.1, 0.1
        sprite_size                0.8, 0.8
        size_range              15, 20
        age_range               15, 15
        grow_range                 1 ,1
        vel_range                1, 2
        die_size                20,0
        colour                     255, 255, 255
        alpha_max                   150     ; maximum alpha value
        spin_rate                0.1, -0.1
        acceleration            0,0.0,0
        max_particles            400
        sort_bias				0
		sort 					instance
		fade_in_time			0.2;
		wind_modifier	 		4
		
				clr_adjust_by_ambient_intensity
				
		keyframe_colour
		{
				0.0, 	90, 255, 255, 255
				10, 	0, 255, 255, 255
		}

        
        emitter hemisphere
        {
            density                    50            ; how many particles per second
            min_angle                0            ; minimum angle up from horizontal to emit in
            max_angle               15        ; maximum angle up from horizontal to emit in
            shrink_factor            0.1
        }
    }
}

effect building_collapse_dust_fade_extra_large
{
    type particle
     {
        texture                    battlefield/fire/building_dust.tga

        sprite_origin            0.1, 0.1
        sprite_size                0.8, 0.8
        size_range              10, 20
        age_range               15, 15
        grow_range                 1 ,1
        vel_range                1, 2
        die_size                15
        colour                     255, 255, 255
        alpha_max                   150     ; maximum alpha value
        spin_rate                0.1, -0.1
        acceleration            0,0.0,0
        max_particles            1000
        sort_bias				0
		sort 					instance
		fade_in_time			0.5;
		wind_modifier	 		4
		
				clr_adjust_by_ambient_intensity

		keyframe_colour
		{
				0.0, 	90, 255, 255, 255
				15, 	0, 255, 255, 255
		}

        
        emitter hemisphere
        {
            density                    50            ; how many particles per second
            min_angle                0            ; minimum angle up from horizontal to emit in
            max_angle               20        ; maximum angle up from horizontal to emit in
            shrink_factor            0.1
        }
    }
}
 
effect building_collapse_dust_fast_burst_very_small
{
    type particle
     {
        texture                    battlefield/fire/building_dust.tga

        sprite_origin            0.1, 0.1
        sprite_size                2, 2
        size_range              6,6  
        age_range               1.5, 1.5 
        grow_range                1, 1
        vel_range                2.1, 2.3 
        fade_time                2.5 
        die_size                5,0
        colour                     255, 255, 255
        alpha_max                   120       ; maximum alpha value
        spin_rate                0.07, -0.07
        acceleration            0 ,0.0,0
        max_particles            400
        sort_bias				0
		sort 					instance
		fade_in_time			0.05;
		wind_modifier	 		7 
		
				clr_adjust_by_ambient_intensity
				
                		keyframe_colour
		{
				0.0, 	90, 255, 255, 255
				2.0, 	  0, 255, 255, 255
		}

        emitter hemisphere
        {
            density                    60            ; how many particles per second
            min_angle                0            ; minimum angle up from horizontal to emit in
            max_angle                10        ; maximum angle up from horizontal to emit in
            shrink_factor            0.1
        }
    }
}

effect building_collapse_dust_fast_burst_small
{
    type particle
     {
        texture                    battlefield/fire/building_dust.tga

        sprite_origin            0.1, 0.1
        sprite_size                2, 2
        size_range              7, 10 
        age_range               4, 4 
        grow_range                 2  ,3
        vel_range                2.1, 2.2 
        die_size                20
        colour                     255, 255, 255
        alpha_max                   130       ; maximum alpha value
        spin_rate                0.07, -0.07
        acceleration            0 ,0.0,0
        max_particles            400
        sort_bias				0
		sort 					instance
		fade_in_time			0.1;
		wind_modifier	 		3
		
				clr_adjust_by_ambient_intensity
				
        		keyframe_colour
		{
				0.0, 	90, 255, 255, 255
				6.0, 	  0, 255, 255, 255
		}

        emitter hemisphere
        {
            density                    100            ; how many particles per second
            min_angle                0            ; minimum angle up from horizontal to emit in
            max_angle                10        ; maximum angle up from horizontal to emit in
            shrink_factor            0.1
        }
    }
}

effect building_collapse_dust_fast_burst_medium
{
    type particle
     {
        texture                    battlefield/fire/building_dust.tga

        sprite_origin            0.1, 0.1
        sprite_size                0.8, 0.8
        size_range              15, 15
        age_range               5, 5  
        grow_range                 0.1  ,0.2
        vel_range                2.1, 2.2
        fade_time                6 
        die_size                15,0
        colour                     255, 255, 255
        alpha_max                   150     ; maximum alpha value
        spin_rate                0.07, -0.07
        acceleration            0 ,0.0,0
        max_particles            400
        sort_bias				0
		sort 					instance
		fade_in_time			0.1;
		wind_modifier	 		3
		
				clr_adjust_by_ambient_intensity
        
						keyframe_colour
		{
				0.0, 	90, 255, 255, 255
				8, 	0, 255, 255, 255
		}

        emitter hemisphere
        {
            density                    100            ; how many particles per second
            min_angle                0            ; minimum angle up from horizontal to emit in
            max_angle                10        ; maximum angle up from horizontal to emit in
            shrink_factor            0.1
        }
    }
}

effect building_collapse_dust_fast_burst_large
{
    type particle
     {
        texture                    battlefield/fire/building_dust.tga

        sprite_origin            0.1, 0.1
        sprite_size                0.8, 0.8
        size_range              15, 20
        age_range               10, 10
        grow_range                 1 ,3 
        vel_range                1, 1.8
        colour                     255, 255, 255
        alpha_max                   150     ; maximum alpha value
        spin_rate                0.1, -0.1
        acceleration            0,0.0,0
        max_particles            400
        sort_bias				0
		sort 					instance
		fade_in_time			0.2;
		wind_modifier	 		4
		
				clr_adjust_by_ambient_intensity
				
		keyframe_colour
		{
				0.0, 	90, 255, 255, 255
				10, 	0, 255, 255, 255
		}

        
        emitter hemisphere
        {
            density                    100            ; how many particles per second
            min_angle                0            ; minimum angle up from horizontal to emit in
            max_angle               15        ; maximum angle up from horizontal to emit in
            shrink_factor            0.1
        }
    }
}

effect building_collapse_dust_fast_burst_extra_large
{
    type particle
     {
        texture                    battlefield/fire/building_dust.tga

        sprite_origin            0.1, 0.1
        sprite_size                0.8, 0.8
        size_range              10, 20
        age_range               15, 15
        grow_range                 1 ,1
        vel_range                2, 2
        die_size                15
        colour                     255, 255, 255
        alpha_max                   150     ; maximum alpha value
        spin_rate                0.1, -0.1
        acceleration            0,0.0,0
        max_particles            1000
        sort_bias				0
		sort 					instance
		fade_in_time			0.5;
		wind_modifier	 		4
		
				clr_adjust_by_ambient_intensity

		keyframe_colour
		{
				0.0, 	90, 255, 255, 255
				15, 	0, 255, 255, 255
		}

        
        emitter hemisphere
        {
            density                    50            ; how many particles per second
            min_angle                0            ; minimum angle up from horizontal to emit in
            max_angle               20        ; maximum angle up from horizontal to emit in
            shrink_factor            0.1
        }
    }
}
 
effect dust_linger_large
{
	type particle
 	{
		texture			battlefield/fire/building_dust.tga

		sprite_origin			0.2, 0.2
		sprite_size				0.65, 0.65
		size_range      		10, 13
		age_range       		8, 10
        grow_range	 			1, 2
        vel_range				0.2, 0.2 
		colour     				255,255,255
		alpha_max	   			60 			 ; maximum alpha value
		spin_rate				-0.01, 0.01
		acceleration			0,0.00,0
		system_radius			30
		sort_bias				0
		sort 					instance
		wind_modifier	 		2
		
        keyframe_colour
		{
				0.0, 	0, 255, 255, 255
				2.5, 	150, 255, 255, 255
				5.0, 	0, 255, 255, 255
		}

		
		
				clr_adjust_by_ambient_intensity


		
		emitter 				time
		{
			density					7	     	; how many particles per second
			offset_from_surface		0,0,0		; offset from surface to emit from

			emitter_falloff_dist	500		; distance in meters to reduce emission over
			emitter_falloff_bias	0.6			; 	
			random_emit_radius		10, 10
		
		}
	} 
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



effect building_fire_glow_model
{
	type projectile
	{
		model models_effects/building_fire_glow.cas
		view_dist 7000
	}
}

effect_set burning_building_new_small_set


{
	lod 10000
	{
		flaming_particles_small
		fiery_smoke_small
		dense_smoke_small
		embers_small
		burning_building_light
		burning_building_sound_small
	}
}

effect_set nahptha_fire_set


{
	play_time 2.5
	lod 10000
	{
		nahptha_small_flame
		nahptha_fiery_smoke_small
		shockwave
		naptha_loop
		;naptha_impact
	}
}


effect_set burning_building_new_medium_set


{
	lod 10000
	{
		flaming_particles_medium
		fiery_smoke_medium
		dense_smoke_medium
		embers_medium
		burning_building_light
		burning_building_sound_medium
		fire_flare_sound
	}
}

effect_set burning_building_new_large_set


{
	lod 10000
	{
		flaming_particles_large
		fiery_smoke_large
		dense_smoke_large
		embers_large
		burning_building_light
		building_fire_glow_model
		burning_building_sound_large
		fire_flare_sound
	}
}

effect_set burning_building_new_extra_large_set


{
	lod 10000
	{
		flaming_particles_extra_large
		fiery_smoke_extra_large
		dense_smoke_extra_large
		embers_extra_large
		burning_building_light
		building_fire_glow_model
		burning_building_sound_large
		fire_flare_sound
	}
}


effect_set dust_crumble_small_set

{
	play_time 4.7
	lod 10000
	{
		crumble_dust_small
	}
}

effect_set dust_crumble_medium_set

{
	play_time 6.5
	lod 1000
	{
		crumble_dust_medium
	}
}

effect_set dust_crumble_large_set

{
	play_time 6.2
	lod 10000
	{
		crumble_dust_large
	}
}

effect_set dust_crumble_extra_large_set

{
	play_time 6.5
	lod 10000
	{
		crumble_dust_extra_large
	}
}

;;;;;;;effect_set random_dust_puff_small_set


{
	play_time 0.3
	lod 10000
	{
		crumble_dust_small
	}
}

;;;;;;;;;effect_set random_dust_puff_medium_set


{
	play_time 0.34
	lod 10000
	{
		crumble_dust_medium
	}
}

;;;;;;;;;;effect_set random_dust_puff_large_set


{
	play_time 0.4
	lod 10000
	{
		crumble_dust_large
	}
}

effect_set window_fire_small


{
	lod 10000
	{
		;small_flame
		flaming_particles_small
		fiery_smoke_small
		burning_building_sound_small
	}
}

effect_set window_fire_medium


{
	lod 10000
	{
		;small_flame
		flaming_particles_medium
		fiery_smoke_medium
		burning_building_sound_medium
	}
}



effect_set light

{
	time_of_day night
	
	lod 10000
	{
		burning_building_light
	}
}

effect_set hemisphere_dust_small_set

{
	play_time 0.7
	lod 10000
	{		
		building_collapse_dust_fade_small
	}
}

effect_set hemisphere_dust_medium_set

{
	play_time 3.50
	lod 10000
	{		
		building_collapse_dust_fade_medium
	}
}

effect_set hemisphere_dust_large_set

{
	play_time 6.50
	lod 10000
	{		
		building_collapse_dust_fade_large
	}
}

effect_set hemisphere_dust_extra_large_set

{
	play_time 7.00
	lod 10000
	{		
		building_collapse_dust_fade_extra_large
	}
}
effect_set hemisphere_dust_burst_very_small_set

{
	play_time 0.2
	lod 10000
	{		
		building_collapse_dust_fast_burst_very_small
	}
}
effect_set hemisphere_dust_burst_small_set

{
	play_time 0.5
	lod 10000
	{		
		building_collapse_dust_fast_burst_small
	}
}
effect_set hemisphere_dust_burst_medium_set

{
	play_time 1
	lod 10000
	{		
		building_collapse_dust_fast_burst_medium
	}
}
effect_set hemisphere_dust_burst_large_set

{
	play_time 1
	lod 10000
	{		
		building_collapse_dust_fast_burst_large
	}
}
effect_set hemisphere_dust_burst_extra_large_set

{
	play_time 1
	lod 10000
	{		
		building_collapse_dust_fast_burst_extra_large
	}
}

effect_set dust_linger_large_set

{
	play_time 10
	lod 10000
	{		
		dust_linger_large
	}
}