@PART[*]:HAS[@PLUME[ReStock_HypergolicUpperWhite]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] { %EFFECTS { ReStock_HypergolicUpperWhite { //Shock cone type effect MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = #$/PLUME[ReStock_HypergolicUpperWhite]/transformName$ localRotation = #$/PLUME[ReStock_HypergolicUpperWhite]/localRotation$ localPosition = #$/PLUME[ReStock_HypergolicUpperWhite]/corePosition$ fixedScale = #$/PLUME[ReStock_HypergolicUpperWhite]/coreScale$ // name = core modelName = ReStock/FX/restock-fx-wolfhound-core decluster = false emitOnUpdate = true emission { density = #$@ReStockPlume/atmosphereKeys/key2$ 0 density = #$@ReStockPlume/atmosphereKeys/key3$ 1 density = #$@ReStockPlume/atmosphereKeys/key4$ 1 density = #$@ReStockPlume/atmosphereKeys/key5$ 1 power = #$@ReStockPlume/PowerKeys/startup$ 0 power = #$@ReStockPlume/PowerKeys/flameout$ 0.5 power = #$@ReStockPlume/PowerKeys/ignition$ 0.65 power = #$@ReStockPlume/PowerKeys/deepThrottle$ 0.7 power = #$@ReStockPlume/PowerKeys/maxThrottle$ 0.8 } speed { density = #$@ReStockPlume/atmosphereKeys/key2$ 1 density = #$@ReStockPlume/atmosphereKeys/key5$ 0.8 power = #$@ReStockPlume/PowerKeys/ignition$ 0.7 power = #$@ReStockPlume/PowerKeys/deepThrottle$ 0.8 power = #$@ReStockPlume/PowerKeys/maxThrottle$ 1 } } //Primary plume MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = #$/PLUME[ReStock_HypergolicUpperWhite]/transformName$ localRotation = #$/PLUME[ReStock_HypergolicUpperWhite]/localRotation$ localPosition = #$/PLUME[ReStock_HypergolicUpperWhite]/plumePosition$ fixedScale = #$/PLUME[ReStock_HypergolicUpperWhite]/plumeScale$ // name = plume modelName = ReStock/FX/restock-fx-wolfhound-plume sizeClamp = 50 decluster = false emitOnUpdate = true xyForce { density = 1 0 density = 0 0 } speed { density = 1.0 1 density = 0.0 0.7 power = #$@ReStockPlume/PowerKeys/ignition$ 1.2 power = #$@ReStockPlume/PowerKeys/deepThrottle$ 1.5 power = #$@ReStockPlume/PowerKeys/maxThrottle$ 2 } logGrow { density = #$@ReStockPlume/atmosphereKeys/key0$ 0 density = #$@ReStockPlume/atmosphereKeys/key1$ 0.2 density = #$@ReStockPlume/atmosphereKeys/key2$ 0.5 density = #$@ReStockPlume/atmosphereKeys/key3$ 0.5 density = #$@ReStockPlume/atmosphereKeys/key4$ 0.5 density = #$@ReStockPlume/atmosphereKeys/key5$ 0.5 } zForce { density = #$@ReStockPlume/atmosphereKeys/key0$ 1 density = #$@ReStockPlume/atmosphereKeys/key1$ 1.01 density = #$@ReStockPlume/atmosphereKeys/key2$ 1.02 density = #$@ReStockPlume/atmosphereKeys/key3$ 1.03 density = #$@ReStockPlume/atmosphereKeys/key4$ 1.04 density = #$@ReStockPlume/atmosphereKeys/key5$ 1 } linGrow { density = #$@ReStockPlume/atmosphereKeys/key0$ -2 density = #$@ReStockPlume/atmosphereKeys/key1$ -1 density = #$@ReStockPlume/atmosphereKeys/key2$ 1 density = #$@ReStockPlume/atmosphereKeys/key3$ 1.5 density = #$@ReStockPlume/atmosphereKeys/key4$ 1.5 density = #$@ReStockPlume/atmosphereKeys/key5$ 1 } energy { density = #$@ReStockPlume/atmosphereKeys/key0$ 1 density = #$@ReStockPlume/atmosphereKeys/key3$ 1 density = #$@ReStockPlume/atmosphereKeys/key4$ 1 density = #$@ReStockPlume/atmosphereKeys/key5$ 0.8 } emission { density = #$@ReStockPlume/atmosphereKeys/key0$ 1.5 density = #$@ReStockPlume/atmosphereKeys/key1$ 1.5 density = #$@ReStockPlume/atmosphereKeys/key2$ 1.5 density = #$@ReStockPlume/atmosphereKeys/key3$ 1 density = #$@ReStockPlume/atmosphereKeys/key4$ 1 density = #$@ReStockPlume/atmosphereKeys/key5$ 1 power = #$@ReStockPlume/PowerKeys/startup$ 0 power = #$@ReStockPlume/PowerKeys/flameout$ 0.4 power = #$@ReStockPlume/PowerKeys/ignition$ 0.6 power = #$@ReStockPlume/PowerKeys/deepThrottle$ 0.65 power = #$@ReStockPlume/PowerKeys/maxThrottle$ 0.8 } offset { density = #$@ReStockPlume/atmosphereKeys/key2$ 0 density = #$@ReStockPlume/atmosphereKeys/key5$ 0.9 } } AUDIO { name = audio channel = Ship clip = RealPlume/KW_Sounds/sound_altloop volume = 0.0 0.0 volume = #$../../../PLUME[ReStock_HypergolicUpperWhite]/plumeScale$ @volume,1 ^= :^:1.0 : pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } &engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_liq6 volume = 0.35 pitch = 1.0 loop = false } } &disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } &flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } }