zombiesurvival-evolved/gamemodes/zombiesurvival/content/particles/vman_explosion.pcf

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<!-- dmx encoding binary 2 format pcf 1 -->
<00>DmElementparticleSystemDefinitionsnameDmeParticleSystemDefinitionview model effectbatch particle systemsSort particlestime to sleep when not drawnmaximum draw distancecontrol point to disable rendering if it is the cameraminimum rendered framesminimum sim tick ratemaximum sim tick ratemaximum time stepgroup idsequence_number 1sequence_numberrotation_speedrotationcolorradiuscull_replacement_definitioncull_control_pointcull_costcull_radiusbounding_box_maxbounding_box_minmaterialinitial_particlesmax_particlespreventNameBasedLookupconstraintsforceschildrenemittersinitializersoperatorsrenderersDmeParticleChilddelaychildDmeParticleOperatoremission count scale control point fieldemission count scale control pointmaximum emission per framenum_to_emitnum_to_emit_minimumemission_start_timeoperator fade oscillateoperator end fadeoutoperator start fadeoutoperator end fadeinoperator start fadeinfunctionNamesequence_maxsequence_minlifetime_random_exponentlifetime_maxlifetime_minradius_random_exponentradius_maxradius_minrotation_random_exponentrotation_offset_maxrotation_offset_minrotation_initialFlip Percentagerandomly distribution growth timerandomly distribute to highest supplied Control Pointcreate in modelspeed_in_local_coordinate_system_maxspeed_in_local_coordinate_system_minspeed_random_exponentspeed_maxspeed_mincontrol_point_numberbias in local systemdistance_bias_absolute_valuedistance_biasdistance_maxdistance_minend_fade_out_timestart_fade_out_timeend_fade_in_timestart_fade_in_timeend_alphastart_alphamax constraint passesdraggravityscale_biasease_in_and_outradius_end_scaleradius_start_scaleend_timestart_timecolor_fadefade_start_timefade_end_timeuse animation rate as FPSsecond sequence animation rateorientation control pointorientation_typeanimation_fit_lifetimeanimation rateVisibility Radius Scale maximumVisibility Radius Scale minimumVisibility Alpha Scale maximumVisibility Alpha Scale minimumVisibility input maximumVisibility input minimumVisibility Proxy RadiusVisibility Proxy Input Control Point Numberalpha_random_exponentalpha_maxalpha_mintint update movement thresholdtint clamp maxtint clamp mintint control pointtint_perccolor2color1proportional 0/1fade in time exponentfade in time maxfade in time minrotation_speed_constantrotation_speed_random_minrotation_speed_random_maxrotation_speed_random_exponentrandomly_flip_directionlength_minlength_maxlength_random_exponentlength fade in timemax lengthmin lengthtrace accuracy tolerancekill particle on collisioncontrol point movement distance tolerancecontrol point offset for fast collisionscollision groupbrush onlyradius scaleamount of slideamount of bouncecollision modeoffset minoffset maxoffset in local space 0/1offset proportional to radius 0/1[untitledV<><56>X}<7D>D<EFBFBD>A7<41><07><>HexplosionJ<>N<EFBFBD><4E><EFBFBD>L<EFBFBD><4C>wunI&explosion_c|<7C><>ҠUtM<74>?<3F>NcY\explosion_cv&<26>х<EFBFBD><D185>G<EFBFBD><1C>YW<59>A)emit_instantaneously"<22><04>t<>D<EFBFBD>G:6̩<36><CCA9>)Sequence Random3C<33>L@/O<><4F><EFBFBD><EFBFBD>4@<40><>)Lifetime Random<00><><EFBFBD>]<10><>N<EFBFBD><4E><EFBFBD><1E>_<>)Radius Random <09><>E?|@N<>[vX0<58>ȍ)Rotation Random<00><><EFBFBD>R<EFBFBD><52>QO<51><4F>f<EFBFBD>4<EFBFBD>n<EFBFBD>)Rotation Yaw Flip Random<00>ơA(<28>|H<><48>h<EFBFBD> <0C>nq)Position Within Sphere Random<00><><38>1L<31><4C>ޘ!31y)Alpha Fade and Decay<00>S[<5B>c12H<32>3$<24>Z<EFBFBD><5A>)Movement Basic<00>m<>r߱C<DFB1>)<29><><<3C><><EFBFBD>)Radius Scale<00><>g%<25>9N<39>y<EFBFBD>[K<>'<27>)Radius Scale<00><>3`<60>Y<EFBFBD>B<EFBFBD><04><>lz <0C>)Color FadeI2Yb<>K<EFBFBD><11><>D)render_animated_sprites<00>w3뀷<33>A<EFBFBD><41><EFBFBD>6y<36>"<22>&explosion_b<00><>h|ku<6B>I<EFBFBD><10><>Fi jexplosion_b)<29><>$]?L<>_<EFBFBD><5F>4<EFBFBD><34><EFBFBD>)emit_instantaneously<00>6<EFBFBD> <0B>&<M<>Y<EFBFBD><59>x@<40>)Sequence Randomv<><76>E<EFBFBD><45>sE<73>y<EFBFBD><79><EFBFBD><11><>)Lifetime Random<00>[|<7C><> <09>B<EFBFBD>֢с<D6A2>t<EFBFBD>)Radius RandomSF,<2C><>_N<5F>E<EFBFBD><45>%<25><>)Rotation Random<1B>z|8<>K<EFBFBD><4B>+<2B>)7R`)Rotation Yaw Flip Random<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>YB<59><42>V<EFBFBD>?<3F>2)Position Within Sphere Random<00><>7<EFBFBD>T<EFBFBD>N<><4E><EFBFBD>:<3A><><EFBFBD>e)Alpha Fade and Decay.rJL<4A><4C><EFBFBD>@<40><>X<EFBFBD>e<EFBFBD><65><EFBFBD>)Movement Basic<00><><EFBFBD>)<29><>nC<6E><43><EFBFBD><EFBFBD>bY<62>=)Radius Scale<00><>zS6D<><44>ڴ|<1D>x)Radius ScaleY*Q<>w<EFBFBD> M<>C'<27>ӓ<EFBFBD><D393>)Color Fade<00><>[<5B><>N<I<><49>YD<59>L<EFBFBD><4C>)render_animated_sprites<00><>;<3B>jP<6A>F<EFBFBD><46>u<EFBFBD><75><EFBFBD><EFBFBD><EFBFBD>)emit_instantaneously<00><><00><>JF<><46>œU<C593>O)Sequence Random_r<5F><72>DP<44>F<EFBFBD><46>s<EFBFBD><73><EFBFBD><EFBFBD><EFBFBD>)Lifetime
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
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