Difference between revisions of "Script - Flashy Deaths (new)"
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==Function== | ==Function== | ||
| − | New version of the flashy deaths effect by [[User:Wanderer|Wanderer]]. You may wish to check out the script's [http://www.hard-light.net/forums/index.php/topic,61732.0.html thread] on [[HLP]]. | + | New version of the flashy deaths effect by [[User:Wanderer|Wanderer]]. You may wish to check out the script's [http://www.hard-light.net/forums/index.php/topic,61732.0.html thread] on [[Hard Light Productions|HLP]]. |
Please note that this script requires two additional files in .cfg format whose specs can be found below. | Please note that this script requires two additional files in .cfg format whose specs can be found below. | ||
Revision as of 11:53, 14 March 2010
Function
New version of the flashy deaths effect by Wanderer. You may wish to check out the script's thread on HLP.
Please note that this script requires two additional files in .cfg format whose specs can be found below.
NOTE THAT .CFG FILES GO TO DATA/CONFIG DIRECTORY
Table Entry
We'll call this deto-sct.tbm - it needs to be placed into ../data/tables/ directory.
#Conditional Hooks
$Application: FS2_Open
$On Mission Start:
[
----------------------
-- parser functions --
----------------------
--- get newline and make sure its lowercase
function get_next_line(nfile)
-- read the line
nline = nfile:read("*l")
-- change to lowercase
if nline ~= nil then
nline = nline:lower()
end
return nline
end
--- find keyword and return the place where it ends
function find_keyword(line_to_parse, keyword)
-- find any instances of the keyword
keyword = keyword:lower()
local key_s, key_e = line_to_parse:find(keyword)
-- if we cant find a thing
if key_s == nil then
return nil
end
-- check if the line has been commented away
local comment_s, comment_e = line_to_parse:find("--")
if comment_s == nil then
return key_e
elseif comment_s < key_s then
return nil
end
return key_e
end
--- function to initialize the vars
function init_entry(name)
arr_SD_rad[name] = 1
arr_SD_eff[name] = { }
arr_SD_m[name] = 1
arr_SF_rad[name] = 1
arr_SF_eff[name] = 0
arr_SB_int[name] = 0
arr_SB_dur[name] = 0
arr_SB_time[name] = 0
arr_SB_dist[name] = 1
end
--- specific parsing funcs to make things easier to read ---
--- string or rather substring parser
function parse_string(start_key, line_to_parse)
local substring = line_to_parse:sub(start_key)
-- remove empty spaces
local substring_start = substring:find("%a")
substring = substring:sub(substring_start)
return substring
end
--- function to parse numbers
function parse_number(start_key, line_to_parse)
local result = line_to_parse:sub(start_key)
local r_value = result:match('[0-9%.]+')
r_value = tonumber(r_value)
return r_value
end
--- function to parse arrays of numbers
function parse_number_array(start_key, line_to_parse)
-- stuff the array
local r = { }
local p
for p in line_to_parse:gmatch('[0-9%.]+') do
p = tonumber(p)
p = math.floor(p)
table.insert(r, p)
end
return r
end
--- function to parse things
function parse_entry(keyword, flashfile, type, use_same_line)
local new_entry = nil
local return_val
local return_array = {}
local c_line
if use_same_line == false then
c_line = get_next_line(flashfile)
if c_line == nil then
-- end of file
return -2, false, return_array
end
while c_line:len() == 0 do
c_line = get_next_line(flashfile)
if c_line == nil then
-- end of file
return -2, false, return_array
end
end
new_entry = find_keyword(c_line, "Name:")
current_start_line = c_line
else
c_line = use_same_line
end
-- check if we found a new entry
if new_entry == nil then
local c_key = find_keyword(c_line, keyword)
if c_key == nil then
-- we didn't find the thing...
return -1, c_line, return_array
end
if type == "n" then
-- soo... parse a number
return_val = parse_number(c_key, c_line)
return return_val, false, return_array
elseif type == "array_n" then
-- soo... parse an array of numbers
return_array = parse_number_array(c_key, c_line)
return_val = #return_array
return return_val, false, return_array
end
else
-- found new entry instead...
return -2, c_line, return_array
end
end
-----------------------------------------------
-- loading the flash animations
function parse_flash_ani_file(n_file)
local something_to_parse = true
while something_to_parse == true do
local c_line = get_next_line(n_file)
-- if we are at end of file, stop the loop
if c_line == nil then
something_to_parse = false
break
end
local entry_start = find_keyword(c_line, "Filename:")
-- if we found something else, try next line
if entry_start ~= nil then
-- ok... so we should have a good entry candidate and all that
local current_entry = parse_string(entry_start, c_line)
local animation = gr.loadTexture(current_entry, true)
table.insert(arr_D_eff, animation)
if animation:isValid() == false then
ba.warning("Animation defined in " .. filename_flashani .. " " .. current_entry .. " is invalid")
end
end
end
end
-- actual flash effect parsing function
function parse_flash_file(flashfile)
-- pick first line
entries_left = true
use_same_line = false
while entries_left == true do
-- find ship name
if use_same_line == false then
use_same_line = get_next_line(flashfile)
end
if use_same_line == nil then
-- end of file
entries_left = false
break
end
if use_same_line:len() == 0 then
use_same_line = false
else
entry_start = find_keyword(use_same_line, "Name:")
current_start_line = use_same_line
if entry_start ~= nil then
local not_new_entry = false
-- insert while loop here to enable breaks as next statements
while entry_start ~= nil do
if not_new_entry == false then
current_entry = parse_string(entry_start, use_same_line)
-- init the entry
init_entry(current_entry)
use_same_line = false
ba.print("\nClass: " .. current_entry .. "\n")
end
local temp_val = nil
local temp_arr = nil
entry_start = nil
-- detonation radius
temp_val, use_same_line = parse_entry("Detonation Radius Multiplier:", flashfile, "n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("DRM: " .. temp_val .. "\n")
arr_SD_rad[current_entry] = temp_val
end
-- random detonation effects
local temp_arr = {}
temp_val, use_same_line, temp_arr = parse_entry("Detonation Effects:", flashfile, "array_n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("DE: " .. temp_val .. "\n")
arr_SD_eff[current_entry] = temp_arr
end
-- multiplier for the detonation occurrance
temp_val, use_same_line = parse_entry("Detonation Multiplier:", flashfile, "n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("DM: " .. temp_val .. "\n")
arr_SD_m[current_entry] = temp_val
end
-- final flash radius
temp_val, use_same_line = parse_entry("Flash Radius Multiplier:", flashfile, "n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("FRM: " .. temp_val .. "\n")
arr_SF_rad[current_entry] = temp_val
end
-- flash effect
temp_val, use_same_line = parse_entry("Flash Effect:", flashfile, "n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("FE: " .. temp_val .. "\n")
math.floor(temp_val)
arr_SF_eff[current_entry] = temp_val
end
-- blinding effect
temp_val, use_same_line = parse_entry("Blinding Effect Intensity:", flashfile, "n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("BE: " .. temp_val .. "\n")
temp_val = temp_val + "0"
if temp_val < 0 then
temp_val = 0
elseif temp_val > 100 then
temp_val = 100
end
arr_SB_int[current_entry] = temp_val
end
-- blinding duration
temp_val, use_same_line = parse_entry("Blinding Effect Duration:", flashfile, "n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("BEDu: " .. temp_val .. "\n")
arr_SB_dur[current_entry] = temp_val
end
-- blast effect delay
temp_val, use_same_line = parse_entry("Blast Effect Delay:", flashfile, "n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("BEDe: " .. temp_val .. "\n")
arr_SB_time[current_entry] = temp_val
end
-- blast effect delay
temp_val, use_same_line = parse_entry("Blinding Effect Distance Multiplier:", flashfile, "n", use_same_line)
if temp_val == -2 then
break
elseif temp_val ~= -1 then
ba.print("BEDM: " .. temp_val .. "\n")
arr_SB_dist[current_entry] = temp_val
end
if current_start_line == use_same_line then
use_same_line = get_next_line(flashfile)
local temp_string = find_keyword(use_same_line, "Name:")
if temp_string == nil then
current_start_line = use_same_line
entry_start = use_same_line
else
entry_start = nil
end
not_new_entry = true
end
end
else
use_same_line = get_next_line(flashfile)
end
end
end
end
----------
-- main --
----------
-- init arrays
arrayShipName = {}
arr_SD_rad = {}
arr_SD_eff = {}
arr_SD_m = {}
arr_SF_rad = {}
arr_SF_eff = {}
arr_SB_int = {}
arr_SB_dur = {}
arr_SB_time = {}
arr_SB_dist = {}
arr_D_eff = {}
-- open reference file, if any
-- if failed... pass the script
filename_flash = "exp_flashes.cfg"
filename_flashani = "exp_ani_flashes.cfg"
if ((cf.fileExists(filename_flash, "data/config/", true) == true) and (cf.fileExists(filename_flashani, "data/config/", true) == true)) then
boolflashfileOK = true
end
if boolflashfileOK then
-- open to read the contents
flashanifile = cf.openFile(filename_flashani, "r")
-- parse contents
parse_flash_ani_file(flashanifile)
-- close the file
flashanifile:close()
-- continue with the rest in similar manner
flashfile = cf.openFile(filename_flash, "r")
parse_flash_file(flashfile)
flashfile:close()
-- setup rest of the required stuff
math.randomseed( os.time() )
f_counter = {}
v_null = ba.createVector(0,0,0)
v_temp = ba.createVector(0,0,0)
v_rnd_sphere = ba.createVector(0,0,0)
arr_FS_List = {}
arr_FS = {}
arr_FS_Class = {}
arr_FS_Pos = {}
arr_FS_done = {}
arr_FS_time = {}
bl_int = 0
bl_end = 0
bl_max = 0
bl_start = 0
bl_int_init = 0
else
ba.warning("Failed to initialize flashy deaths script")
end
----------------------------------
-- functions for later sections --
----------------------------------
function blinding_effect(intensity, duration, time)
bl_int_init = bl_int
if (intensity < bl_max) then
if intensity > bl_int then
local effect_time = bl_end - bl_start
local delta_time = time - bl_start
if effect_time == 0 then
bl_max = intensity
bl_start = time
bl_end = time + (duration / 1000)
else
local pct_time = (effect_time - delta_time) / effect_time
if pct_time < 0.85 then
bl_max = intensity
bl_start = time
bl_end = time + (duration / 1000)
end
end
end
else
bl_max = intensity
bl_start = time
bl_end = time + (duration / 1000)
end
end
function process_blinding_effect_frame(time)
if bl_max == 0 then
return
end
local effect_time = bl_end - bl_start
local delta_time = time - bl_start
local pct_time = (effect_time - delta_time) / effect_time
local case_time
-- lets go case by case
if pct_time < 0.0 then
-- effect has faded away
bl_int = 0
bl_max = 0
blindint_intensity_start = 0
elseif pct_time < 0.85 then
-- effect is still fading away
case_time = 1 - (pct_time / 0.85)
bl_int = bl_max * math.pow(((1 + math.cos(case_time * math.pi))/2),3)
elseif pct_time > 0.90 then
-- effect is still getting stronger
if pct_time == 0 then
case_time = -1
else
case_time = -1 * ((pct_time - 0.9) / 0.1)
end
bl_int = math.pow(((1 + math.cos(case_time * math.pi))/2),2) * (bl_max - bl_int_init) + bl_int_init
else
bl_int = bl_max
end
if bl_int ~= 0 then
a = bl_int * 255
gr.flashScreen(a,a,a)
end
end
function do_death_flash(name, number)
-- death flash explosion
arr_FS_List[name] = 2
local v_F_pos = arr_FS_Pos[name]
arr_FS_Pos[name] = nil
local str_F_class = arr_FS_Class[name]
arr_FS_Class[name] = nil
local l_f_model_r = tb.ShipClasses[str_F_class].Model.Radius
local n_F_rad = 1.5 * (math.random() + 0.5) * l_f_model_r * arr_SF_rad[str_F_class]
local l_anim_flash = arr_D_eff[arr_SF_eff[str_F_class]]
if l_anim_flash:isValid() then
ts.createParticle(v_F_pos,v_null,f_F_time,n_F_rad,PARTICLE_BITMAP,-1,false,l_anim_flash)
end
-- death flash blinding effect
if arr_SB_int[str_F_class] > 0 then
local coord_x
local coord_y
coord_x, coord_y = v_F_pos:getScreenCoords()
if coord_x ~= false then
local l_f_dist_mult = 1
local l_player = hv.Player
if l_player:isValid() then
local l_v_plr_pos = l_player.Position
local l_n_distace_fls_plr = v_F_pos:getDistance(l_v_plr_pos)
local l_n_max_fls_distance = 2 * l_f_model_r * arr_SB_dist[str_F_class]
if l_n_distace_fls_plr > l_n_max_fls_distance then
local l_n_exp_dist_mult = l_n_distace_fls_plr / l_n_max_fls_distance
l_f_dist_mult = 1 / math.pow(l_n_exp_dist_mult, 2)
end
blinding_effect(arr_SB_int[str_F_class] * l_f_dist_mult, arr_SB_dur[str_F_class], f_M_time)
end
end
end
-- purge from the list
table.insert(arr_FS_done, number)
end
function check_flash(name)
local class = arr_FS_Class[name]
if arr_SB_time[class] > 0 then
if arr_FS_time[name] <= f_M_time then
return true;
end
end
return false;
end
function add_to_flash_list(name, class)
arr_FS_List[name] = 1
arr_FS_Class[name] = class
if arr_SB_time[class] > 0 then
local temp_time = math.random() + 1
arr_FS_time[name] = arr_SB_time[class] * temp_time / 1000 + f_M_time
end
table.insert(arr_FS,name)
end
function get_rnd_vector_sphere()
local l_bool_ok_to_pass = false
local l_get_rnd = math.random
while (l_bool_ok_to_pass == false) do
-- get random vector (cube, -1 to 1)
v_rnd_sphere[1] = (2* (l_get_rnd() - 0.5))
v_rnd_sphere[2] = (2* (l_get_rnd() - 0.5))
v_rnd_sphere[3] = (2* (l_get_rnd() - 0.5))
local l_n_mag = v_rnd_sphere:getMagnitude()
-- accept only values within a sphere (uniform)
if l_n_mag <= 1 then
v_rnd_sphere = v_rnd_sphere / l_n_mag
l_bool_ok_to_pass = true
end
end
return v_rnd_sphere;
end
function get_ray_collision_pos(ship, v_ray, num_tries)
local l_or_ship = ship.Orientation
local l_m_model = ship.Class.Model
local l_f_radius = 30000
local l_v_pos_mod = v_null
local l_n_has_tried = 0
local l_c_ray_pos
local l_get_rnd = math.random
while (l_n_has_tried < num_tries) do
if l_m_model:isValid() then
l_f_radius = l_m_model.Radius
for i=1,3 do
local l_rnd = (2* (l_get_rnd() - 0.5))
if l_rnd >= 0 then
v_temp[i] = l_m_model.BoundingBoxMax[i] * l_rnd
else
v_temp[i] = l_m_model.BoundingBoxMin[i] * l_rnd * (-1)
end
end
l_v_pos_mod = l_or_ship:unrotateVector(v_temp)
else
l_v_pos_mod = v_null
end
local v_ray = v_ray * l_f_radius
local l_v_end_pos = ship.Position - v_ray + l_v_pos_mod
local l_v_start_pos = ship.Position + v_ray + l_v_pos_mod
l_c_ray_pos = ship:checkRayCollision(l_v_start_pos, l_v_end_pos)
if l_c_ray_pos ~= nil then
l_n_has_tried = 3
else
l_n_has_tried = 1 + l_n_has_tried
end
end
return l_c_ray_pos
end
function get_number_of_explosions(attempts)
local l_n_partials
local l_n_full
l_n_full, l_n_partials = math.modf(attempts)
if l_n_partials ~= 0 then
if math.random() > l_n_partials then
l_n_full = l_n_full + 1
end
end
return l_n_full
end
]
$State: GS_STATE_GAME_PLAY
$On Frame:
[
f_M_time = mn.getMissionTime()
if ((f_M_time ~= nil) and boolflashfileOK) then
f_F_time = ba.getFrametime(true)
f_rnd = math.random()
n_ships = #mn.Ships
for h = 1, n_ships do
o_ship = mn.Ships[h]
str_S_class = o_ship.Class.Name:lower()
--ONLY SHIPS WITH EFFECTS--
if ((arr_SF_rad[str_S_class] ~= nil) and (arr_SD_rad[str_S_class] ~= nil)) then
str_S_name = o_ship.Name
floatHP = o_ship.HitpointsLeft
if floatHP <= 0 then
v_S_pos = o_ship.Position
if arr_SF_rad[str_S_class] > 0 then
if arr_FS_List[str_S_name] == nil then
add_to_flash_list(str_S_name, str_S_class)
end
end
if arr_SD_rad[str_S_class] > 0 then
arr_FS_Pos[str_S_name] = v_S_pos
if f_counter[str_S_name] == nil then
f_counter[str_S_name] = 0
end
f_rnd = math.random()
local l_n_SD_eff = #arr_SD_eff[str_S_class]
while f_counter[str_S_name] > f_rnd do
f_counter[str_S_name] = f_counter[str_S_name] - f_rnd
local n_attempts = get_number_of_explosions(arr_SD_m[str_S_class])
for n = 1,n_attempts do
local l_bool_ok_to_pass = false
local l_v_rnd = get_rnd_vector_sphere()
local l_c_pos = get_ray_collision_pos(o_ship, l_v_rnd, 3)
-- check if the ray actually hit anything even after three tries
if l_c_pos ~= nil then
local l_m_model = o_ship.Class.Model
local l_f_det_r = (2* math.random() + 0.5) * l_m_model.Radius * arr_SD_rad[str_S_class] * 0.1
local l_arr_SD_eff = arr_SD_eff[str_S_class]
if l_n_SD_eff == 1 then
local l_anim_det = arr_D_eff[l_arr_SD_eff[1]]
if l_anim_det:isValid() then
ts.createParticle(l_c_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,l_anim_det)
end
elseif l_n_SD_eff > 1 then
local l_n_rnd_id = math.random(l_n_SD_eff)
local l_anim_det = arr_D_eff[l_arr_SD_eff[l_n_rnd_id]]
if l_anim_det:isValid() then
ts.createParticle(l_c_pos,v_null,f_F_time,l_f_det_r,PARTICLE_BITMAP,-1,false,l_anim_det)
end
end
end
end
if f_counter[str_S_name] <= 0 then
f_counter[str_S_name] = 0
else
f_rnd = math.random()
end
end
f_counter[str_S_name] = f_counter[str_S_name] + f_F_time
end
end
end
n_FS = #arr_FS
for x=1,n_FS do
name = arr_FS[x]
if arr_FS_List[name] == 1 then
if mn.Ships[name]:isValid() then
if mn.Ships[name]:hasShipExploded() == 2 then
do_death_flash(name, x)
else
-- randomized flash explosion
if check_flash(name) == true then
do_death_flash(name, x)
end
end
end
end
end
n_FS_done = #arr_FS_done
if n_FS_done > 0 then
for o=n_FS_done,1,-1 do
table.remove(arr_FS,arr_FS_done[o])
end
arr_FS_done = nil
arr_FS_done = {}
end
end
process_blinding_effect_frame(f_M_time)
end
]
$Application: FS2_Open
$On Mission End:
[
-- kill the arrays...
if boolflashfileOK then
arrayShipName = nil
arr_SD_rad = nil
arr_SD_eff = nil
arr_SF_rad = nil
arr_SF_eff = nil
arr_SB_int = nil
arr_SB_dur = nil
arr_SB_time = nil
local n_effects = #arr_D_eff
for j=1,n_effects do
arr_D_eff[j]:unload()
end
arr_D_eff = nil
f_counter = nil
arr_FS_List = nil
arr_FS = nil
arr_FS_Class = nil
arr_FS_Pos = nil
arr_FS_done = nil
arr_FS_time = nil
boolflashfileOK = nil
end
]
#End
expl_flashes.cfg
This file needs to be placed into ../data/config/ directory.
Please note that the following list isn't complete yet.
- Name: defines the ship for which this entry is made for
- Detonation Radius Multiplier: defines the multiplier applied for the radius (base radius) of the detonation effects
- Detonation Effects: list of ID values of the effects (defined in the other cfg file), may have multiple ones
- Detonation Multiplier: multiplier which controls the amount of explosions triggered. 0.2 is 80% decrease, 1.2 is 20% increase
- Flash Radius Multiplier: defines the multiplier applied to the radius of the flash when ship actually goes away
- Flash Effect: ID values of the flash effect, as listed in line order entry in additional cfg
- Blinding Effect Intensity: value from 0 to 100, sets the intensity of the blinding effect - requires flash effect to be defined
- Blinding Effect Duration: sets the duration of the blinding effect in milliseconds
- Blast Effect Delay: sets the base time for flash & blinding effect to appear in milliseconds
- Blinding Effect Distance Multiplier: defines the multiplier applied to the blinding effect attenuation distances
Table allows for lines to be commented using '--' as comment marker
Name: GTF Ulysses Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTF Hercules Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTF Hercules Mark II Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTF Ares Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTF Erinyes Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTF Loki Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTF Pegasus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTF Perseus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTF Myrmidon Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: SF Mara (terrans) Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTB Artemis Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GTB Artemis D.H. Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GTB Medusa Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GTB Ursa Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GTB Zeus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GTB Boanerges Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GTDR Amazon Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GTDR Amazon Advanced Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.25 Blinding Effect Duration: 2500 Name: GTS Hygeia Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GTFR Triton Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: TC-TRI Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: GTFR Poseidon Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: TC 2 Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: TSC 2 Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: TAC 1 Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: TTC 1 Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GTC Fenris Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: GTM Hippocrates Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.35 Blinding Effect Duration: 3500 Name: GTC Leviathan Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: GTSC Faustus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: GTG Zephyrus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: GTA Charybdis Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.25 Blinding Effect Duration: 2500 Name: GTD Orion Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: GTD Hecate Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: GTD Orion#2 (Bastion) Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: GTD Hades Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: GTI Arcadia Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: GTVA Colossus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.45 Blinding Effect Duration: 4500 Name: GTCv Deimos Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.35 Blinding Effect Duration: 3500 Name: GTC Aeolus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: NTF Iceni Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.35 Blinding Effect Duration: 3500 Name: NTF Boadicea Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.35 Blinding Effect Duration: 3500 Name: GTT Elysium Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GTT Argo Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.25 Blinding Effect Duration: 2500 Name: GTI Ganymede Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: Knossos Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.45 Blinding Effect Duration: 4500 Name: GTSG Watchdog Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 5 Blinding Effect Duration: 500 Name: GTSG Cerberus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 5 Blinding Effect Duration: 500 Name: GTSG Alastor Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 5 Blinding Effect Duration: 500 Name: GTEP Hermes Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 5 Blinding Effect Duration: 500 Name: TC-Meson Bomb Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: GTSG Mjolnir Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.25 Blinding Effect Duration: 2500 Name: GTSG Mjolnir#home Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.25 Blinding Effect Duration: 2500 Name: GVF Seth Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GVF Horus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GVF Thoth Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GVF Serapis Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GVF Tauret Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GVB Sekhmet Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GVB Osiris Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GVB Bakha Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GVF Ptah Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: GVS Nephthys Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GVT Isis Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: PVFR Ma'at Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GVFr Bes Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: VAC 5 Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: VAC 4 Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: GVFr Satis Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.20 Blinding Effect Duration: 2000 Name: GVG Anuket Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: GVC Aten Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: GVC Mentu Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: GVCv Sobek Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.35 Blinding Effect Duration: 3500 Name: GVD Typhon Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: GVSG Ankh Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 5 Blinding Effect Duration: 500 Name: GVSG Edjo Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 5 Blinding Effect Duration: 500 Name: GVEP Ra Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 5 Blinding Effect Duration: 500 Name: GVA Setekh Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.25 Blinding Effect Duration: 2500 Name: GVD Hatshepsut Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: SF Dragon Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: SF Basilisk Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: SF Manticore Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: SF Aeshma Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: SF Mara Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: SF Astaroth Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.10 Blinding Effect Duration: 1000 Name: SB Nephilim Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: SB Taurvi Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: SB Nahema Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: SB Seraphim Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: ST Azrael Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: SFr Dis Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: SAC 3 Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: SFr Mephisto Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: SC 5 Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: SFr Asmodeus Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.25 Blinding Effect Duration: 2500 Name: SAC 2 Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.15 Blinding Effect Duration: 1500 Name: SC Lilith Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: SC Rakshasa Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: SD Demon Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: SD Ravana Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: SD Lucifer Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.40 Blinding Effect Duration: 4000 Name: SSG Trident Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 5 Blinding Effect Duration: 500 Name: SSG Belial Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 5 Blinding Effect Duration: 500 Name: SSG Rahu Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.30 Blinding Effect Duration: 3000 Name: SCv Moloch Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.35 Blinding Effect Duration: 3500 Name: SJ Sathanas Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.45 Blinding Effect Duration: 4500 Name: Shivan Comm Node Detonation Radius Multiplier: 0.5 Detonation Effects: 2, 3 Detonation Multiplier: 2.0 Flash Radius Multiplier: 1.0 Flash Effect: 1 Blinding Effect Intensity: 0.35 Blinding Effect Duration: 3500
exp_ani_flashes.cfg
This file needs to be placed into ../data/config/ directory.
Contains an ordered list of animations. First defined effect gets ID number 1, second gets ID number 2 and so on. These ID numbers are used in Detonation Effects: and Flash Effect: entries to define the desired animations.
Filename: EXP_flash Filename: exp04 Filename: exp05
Notes
As stated above the shiplist isn't complete yet, meaning that the destruction of any ships other than the ones specified in the current expl_flashes.cfg will not trigger any effect.