Visuals Information about various visual effects, such as FX, Particles, and Ribbons. FX_PARTICLE The most common type of FX element will be an FX_PARTICLE, this called on a particle decl file that either defines the particle in the file itself or references already defined particleStage files. Here are the most essential things to know when dealing with particle decls. 1.) Assign one or many particle decls to an FX element. A single particle decl. // each time the FX element is invoked, the sole declPrt will be rendered item[8] = { name = "shrapnel_CENTER"; group = "explosion"; type = "FX_PARTICLE"; duration = 2000; fadeOutTime = 1500; fadeInTime = 0; size = 2.0; enabled = true; delayMin = 100; delayMax = 115; color = { r = 1.0; g = 0.4; b = 0.2; a = 1.0; } tagNames = { num = 1; item[0] = "exhaust"; } multiTagUseType = "FX_MULTI_TAG_USE_ALL"; startCondition = { num = 1; item[0] = "FX_PROJECTILE_EXPLODE_ALT"; } stopCondition = { num = 1; item[0] = "FX_OUTLINE_OFF"; } originType = "FX_ORG_TRACK_POS"; offset = { x = 0.0; y = 0.0; z = 0.0; } rotationType = "FX_ROT_START_AXIS_PARENT"; rotOffsetAngles = { pitch = 0; yaw = 0; roll = 0; } particleParms = { declPrt = "weapons/rocketlauncher/explosion_lockon"; } } If you pass an FX element a list of particle decls, one of them will be chosen at random each time the element is invoked. This is very useful if you don't want to see the same explosions over and over. item[6] = { name = "LockonRocketExplosion"; group = "explosion"; type = "FX_PARTICLE"; duration = 1500; fadeInTime = 0; fadeOutTime = 1000; size = 1.0; enabled = false; color = { y = 0.130136997; z = 0.0262412; } multiTagUseType = "FX_MULTI_TAG_USE_ALL"; startCondition = { num = 4; item[0] = "FX_PROJECTILE_EXPLODE"; item[1] = "FX_PROJECTILE_STOP"; item[2] = "FX_PROJECTILE_STUCK"; item[3] = "FX_PROJECTILE_EXPLODE_ALT"; } stopCondition = { num = 1; item[0] = "FX_NONE"; } particleParms = { declPrtList = { num = 3; item[0] = "weapons/combatshotgun/pop_rocket_charge_lv_01"; item[1] = "character/pain_elemental/lost_soul/explosion"; item[2] = "character/zombie_cueball/full_body_explosion"; // declPrt = "weapons/grenade_launcher/concussive_blast"; // declPrt = "weapons/rocketlauncher/explosion_array"; } } } Using declPrtList makes it convenient to switch out particle decls, just don't forget to comment out the extra indexes! particleParms = { declPrtList = { num = 3; item[0] = "weapons/combatshotgun/pop_rocket_charge_lv_01"; item[0] = "character/doom_hunter/destructables/metal_chunk_explosion"; item[1] = "character/pain_elemental/lost_soul/explosion"; item[2] = "character/zombie_cueball/full_body_explosion"; } } FX CONDITIONALS FX_NONEFX_EXPLOSIVE_ARMEDFX_EXPLOSIVE_UNARMEDFX_VEH_START_BOOSTFX_VEH_STOP_BOOSTFX_VEH_START_BOOST2FX_VEH_STOP_BOOST2FX_VEH_START_BOOST3FX_VEH_STOP_BOOST3FX_VEH_START_PUSHFX_VEH_STOP_PUSHFX_VEH_START_MONSTERBASHERFX_VEH_STOP_MONSTERBASHERFX_CAPTURE_SKULLFX_START_DAMAGE_LEVEL_1FX_STOP_DAMAGE_LEVEL_1FX_START_DAMAGE_LEVEL_2FX_STOP_DAMAGE_LEVEL_2FX_START_DAMAGE_LEVEL_3FX_STOP_DAMAGE_LEVEL_3FX_START_DAMAGE_LEVEL_4FX_STOP_DAMAGE_LEVEL_4FX_EXTRA_DAMAGEFX_PAIN_INTERUPTFX_PAIN_INTERRUPT_ENDFX_WEAPON_FIREMODE_PRIMARYFX_WEAPON_FIREMODE_SECONDARYFX_WEAPON_TRIGGER_PULLFX_WEAPON_TRIGGER_RELEASEFX_WEAPON_START_FIREFX_WEAPON_START_FIRE_CHARGEDFX_WEAPON_START_FIRE_LEFTFX_WEAPON_START_FIRE_RIGHTFX_WEAPON_START_FIRE_LEFT_ALTFX_WEAPON_START_FIRE_RIGHT_ALTFX_WEAPON_START_FIRE_LEFT_DAMAGEDFX_WEAPON_START_FIRE_RIGHT_DAMAGEDFX_WEAPON_START_THIRD_PERSON_FIREFX_WEAPON_START_FIRE_QUADFX_WEAPON_START_FIRE_QUAD_LEFTFX_WEAPON_STOP_FIREFX_WEAPON_STOP_FIRE_LEFTFX_WEAPON_STOP_FIRE_RIGHTFX_WEAPON_STOP_FIRE_LEFT_ALTFX_WEAPON_STOP_FIRE_RIGHT_ALTFX_WEAPON_STOP_FIRE_LEFT_DAMAGEDFX_WEAPON_STOP_FIRE_RIGHT_DAMAGEDFX_WEAPON_START_RIBBONFX_WEAPON_STOP_RIBBONFX_WEAPON_FIRE_HITFX_WEAPON_FIRE_MISSFX_WEAPON_START_SHELL_EJECTFX_WEAPON_DRYFIREFX_WEAPON_BEGIN_RAISEFX_WEAPON_BEGIN_LOWERFX_WEAPON_RELOADFX_WEAPON_UNLOAD_AMMOFX_WEAPON_CHAMBER_AMMOFX_WEAPON_HAS_AMMOFX_WEAPON_LOW_AMMOFX_WEAPON_NO_AMMOFX_WEAPON_BURST_FIRE_1FX_WEAPON_BURST_FIRE_2FX_WEAPON_BURST_FIRE_3FX_WEAPON_BURST_FIRE_4FX_WEAPON_BURST_FIRE_5FX_WEAPON_BURST_FIRE_6FX_WEAPON_BURST_FIRE_7FX_WEAPON_BURST_FIRE_8FX_WEAPON_BURST_FIRE_9FX_WEAPON_BURST_FIRE_10FX_WEAPON_BURST_FIRE_11FX_WEAPON_BURST_FIRE_12FX_WEAPON_START_ZOOMFX_WEAPON_END_ZOOMFX_WEAPON_CHARGE_READYFX_WEAPON_CHARGE_STARTFX_WEAPON_CHARGE_STOPFX_WEAPON_CHARGE_FULLFX_WEAPON_CHARGE_FULL_ONCEFX_WEAPON_CHARGE_PARMFX_WEAPON_CHARGE_CHARGINGFX_WEAPON_CHARGE_ITEM_VALUE_INTFX_WEAPON_CHARGE_ITEM_VALUE_0FX_WEAPON_CHARGE_ITEM_VALUE_1FX_WEAPON_CHARGE_ITEM_VALUE_2FX_WEAPON_CHARGE_ITEM_VALUE_3FX_WEAPON_CHARGE_ITEM_VALUE_4FX_WEAPON_CHARGE_ITEM_VALUE_5FX_WEAPON_CHARGE_ITEM_VALUE_6FX_WEAPON_CHARGE_ITEM_VALUE_7FX_WEAPON_CHARGE_ITEM_VALUE_8FX_WEAPON_CHARGE_ITEM_VALUE_9FX_WEAPON_CHARGE_ITEM_VALUE_10FX_WEAPON_CHARGE_ITEM_VALUE_11FX_WEAPON_CHARGE_ITEM_VALUE_12FX_WEAPON_CHARGE_FULL_ITEM_VALUE_0FX_WEAPON_CHARGE_FULL_ITEM_VALUE_1FX_WEAPON_CHARGE_FULL_ITEM_VALUE_2FX_WEAPON_CHARGE_FULL_ITEM_VALUE_3FX_WEAPON_CHARGE_FULL_ITEM_VALUE_4FX_WEAPON_CHARGE_FULL_ITEM_VALUE_5FX_WEAPON_CHARGE_FULL_ITEM_VALUE_6FX_WEAPON_CHARGE_FULL_ITEM_VALUE_7FX_WEAPON_CHARGE_FULL_ITEM_VALUE_8FX_WEAPON_CHARGE_FULL_ITEM_VALUE_9FX_WEAPON_CHARGE_FULL_ITEM_VALUE_10FX_WEAPON_CHARGE_FULL_ITEM_VALUE_11FX_WEAPON_CHARGE_FULL_ITEM_VALUE_12FX_WEAPON_CHARGE_PERCENT_0FX_WEAPON_CHARGE_PERCENT_10FX_WEAPON_CHARGE_PERCENT_20FX_WEAPON_CHARGE_PERCENT_30FX_WEAPON_CHARGE_PERCENT_40FX_WEAPON_CHARGE_PERCENT_50FX_WEAPON_CHARGE_PERCENT_60FX_WEAPON_CHARGE_PERCENT_70FX_WEAPON_CHARGE_PERCENT_80FX_WEAPON_CHARGE_PERCENT_90FX_WEAPON_CHARGE_PERCENT_100FX_WEAPON_CHARGE_PERCENT_25FX_WEAPON_CHARGE_PERCENT_75FX_WEAPON_CHARGE_DISCHARGEFX_WEAPON_CHARGE_DISCHARGE_FULLFX_WEAPON_CHARGE_COOLDOWN_PERCENT_0FX_WEAPON_CHARGE_COOLDOWN_PERCENT_10FX_WEAPON_CHARGE_COOLDOWN_PERCENT_20FX_WEAPON_CHARGE_COOLDOWN_PERCENT_30FX_WEAPON_CHARGE_COOLDOWN_PERCENT_40FX_WEAPON_CHARGE_COOLDOWN_PERCENT_50FX_WEAPON_CHARGE_COOLDOWN_PERCENT_60FX_WEAPON_CHARGE_COOLDOWN_PERCENT_70FX_WEAPON_CHARGE_COOLDOWN_PERCENT_80FX_WEAPON_CHARGE_COOLDOWN_PERCENT_90FX_WEAPON_CHARGE_COOLDOWN_PERCENT_100FX_WEAPON_CHARGE_COOLDOWN_PERCENT_25FX_WEAPON_CHARGE_COOLDOWN_PERCENT_75FX_WEAPON_MOD_ACTIVATEFX_WEAPON_MOD_DEACTIVATEFX_WEAPON_MASTERED_BURST_FIRE_REFILL_1FX_WEAPON_MASTERED_BURST_FIRE_REFILL_2FX_WEAPON_MASTERED_BURST_FIRE_REFILL_3FX_WEAPON_MASTERED_BURST_FIRE_REFILL_4FX_WEAPON_MASTERED_BURST_FIRE_REFILL_5FX_WEAPON_MASTERED_BURST_FIRE_REFILL_6FX_WEAPON_MASTERED_BURST_FIRE_REFILL_7FX_WEAPON_MASTERED_BURST_FIRE_REFILL_8FX_WEAPON_MASTERED_BURST_FIRE_REFILL_9FX_WEAPON_MASTERED_BURST_FIRE_EMPTY_1FX_WEAPON_MASTERED_BURST_FIRE_EMPTY_2FX_WEAPON_MASTERED_BURST_FIRE_EMPTY_3FX_WEAPON_MASTERED_BURST_FIRE_EMPTY_4FX_WEAPON_MASTERED_BURST_FIRE_EMPTY_5FX_WEAPON_MASTERED_BURST_FIRE_EMPTY_6FX_WEAPON_MASTERED_BURST_FIRE_EMPTY_7FX_WEAPON_MASTERED_BURST_FIRE_EMPTY_8FX_WEAPON_MASTERED_BURST_FIRE_EMPTY_9FX_WEAPON_BARREL_SPINFX_WEAPON_TARGET_ACQUIRINGFX_WEAPON_TARGET_LOCKEDFX_WEAPON_TARGET_LOCK_RELEASEDFX_WEAPON_TARGET_LOCK_BROKENFX_WEAPON_NO_MICROWAVE_TARGETFX_WEAPON_NO_MICROWAVE_TARGET_STOPFX_WEAPON_WARNING_STARTFX_WEAPON_WARNING_STOPFX_WEAPON_SEARCHING_STARTFX_WEAPON_SEARCHING_STOPFX_WEAPON_MEATHOOK_RETURNFX_WEAPON_SUPERCHARGE_STARTFX_WEAPON_SUPERCHARGE_STOPFX_HOLOGRAM_STARTFX_LASER_ONFX_LASER_OFFFX_SAVING_THROW_STARTFX_SAVING_THROW_ENDFX_BFG_POWER_DOWNFX_PROJECTILE_LAUNCHFX_PROJECTILE_TRAILFX_PROJECTILE_BREAKFX_PROJECTILE_STOPFX_PROJECTILE_STUCKFX_PROJECTILE_STUCK_WEAK_POINTFX_PROJECTILE_EXPLODEFX_PROJECTILE_EXPLODE_LOCALFX_PROJECTILE_EXPLODE_ALTFX_PROJECTILE_EXPLODE_ALT_2FX_PROJECTILE_EXPLODE_PIECE_1FX_PROJECTILE_EXPLODE_PIECE_2FX_PROJECTILE_EXPLODE_PIECE_3FX_PROJECTILE_EXPLODE_PIECE_4FX_PROJECTILE_EXPLODE_DEFAULTFX_PROJECTILE_EXPLODE_BLOOD_POOLFX_PROJECTILE_EXPLODE_SLUDGEFX_PROJECTILE_EXPLODE_DIRTFX_PROJECTILE_EXPLODE_PLASTICFX_PROJECTILE_EXPLODE_GLASSFX_PROJECTILE_EXPLODE_WATERFX_PROJECTILE_EXPLODE_WOODFX_PROJECTILE_EXPLODE_STONEFX_PROJECTILE_EXPLODE_METALFX_PROJECTILE_EXPLODE_AIRFX_PROJECTILE_EXPLODE_ASPHALTFX_PROJECTILE_EXPLODE_FROM_DETONATE_SURFFX_PROJECTILE_EXPLODE_BOSSFX_PROJECTILE_EXPLODE_WEAK_POINTFX_PROJECTILE_COLLIDEFX_PROJECTILE_DEPLOYFX_PROJECTILE_DIRECT_DAMAGEFX_PROJECTILE_PROXIMITY_FLARE_STARTFX_PROJECTILE_PROXIMITY_FLARE_ENDFX_PROJECTILE_ENTER_SOLIDFX_PROJECTILE_EXIT_SOLIDFX_PROJECTILE_AI_FALTERFX_AI_HEADSHOTFX_AI_HEADSHOT_BONUSFX_AI_DMG_BLOODFX_AI_DMG_TANKFX_AI_START_DMG_ELECTROCUTEFX_AI_STOP_DMG_ELECTROCUTEFX_AI_IMPALEDFX_AI_BFG_EXPLODEFX_AI_FREEZEFX_AI_UNFREEZEFX_PENETRATING_SHOTFX_PENETRATING_SHOT_2FX_PENETRATING_SHOT_3FX_PENETRATING_SHOT_4FX_PENETRATING_SHOT_5FX_PROP_SPAWNFX_PROP_PICKUPFX_PROP_USEFX_PROP_STOP_USEFX_PROP_ACTIVATEFX_PROP_BREAKFX_PROP_EXPLODEFX_PROP_DAMAGEFX_ZIPLINE_SPEED_SLOWFX_ZIPLINE_SPEED_MEDFX_ZIPLINE_SPEED_FASTFX_ZIPLINE_SPEED_LUDICROUSFX_ZIPLINE_SPEED_SLOW_REVERSEFX_ZIPLINE_SPEED_MED_REVERSEFX_ZIPLINE_SPEED_FAST_REVERSEFX_ZIPLINE_SPEED_LUDICROUS_REVERSEFX_START_ON_FIREFX_STOP_ON_FIREFX_START_DEATH_1FX_START_DEATH_2FX_START_DEATH_3FX_START_DEATH_4FX_START_DEATH_BFGFX_START_DEATH_SIGNATUREFX_START_DEATH_LAVAFX_START_DEATH_EXPLODEFX_PARRY_ACTIVEFX_PARRY_ACTIVE_UPGRADEDFX_PARRY_SUCCESSFX_PARRY_SUCCESS_UPGRADEDFX_HAZMAT_OFFFX_HAZMAT_0_25FX_HAZMAT_26_50FX_HAZMAT_51_75FX_HAZMAT_76_100FX_OXYGEN_OFFFX_OXYGEN_0_25FX_OXYGEN_26_50FX_OXYGEN_51_75FX_OXYGEN_76_100FX_MODEL_SHOW_01FX_MODEL_SHOW_02FX_MODEL_SHOW_03FX_MODEL_SHOW_04FX_MODEL_SHOW_05FX_MODEL_SHOW_06FX_MODEL_SHOW_07FX_MODEL_SHOW_08FX_MODEL_SHOW_09FX_MODEL_HIDE_01FX_MODEL_HIDE_02FX_MODEL_HIDE_03FX_MODEL_HIDE_04FX_MODEL_HIDE_05FX_MODEL_HIDE_06FX_MODEL_HIDE_07FX_MODEL_HIDE_08FX_MODEL_HIDE_09FX_CINEMATIC_1FX_CINEMATIC_2FX_CINEMATIC_3FX_CINEMATIC_4FX_CINEMATIC_5FX_CINEMATIC_6FX_CINEMATIC_7FX_CINEMATIC_8FX_CINEMATIC_9FX_CINEMATIC_10FX_CINEMATIC_11FX_CINEMATIC_12FX_CINEMATIC_13FX_CINEMATIC_14FX_CINEMATIC_15FX_CINEMATIC_16FX_CINEMATIC_17FX_CINEMATIC_18FX_CINEMATIC_19FX_CINEMATIC_20FX_CINEMATIC_MP_1FX_CINEMATIC_MP_2FX_CINEMATIC_MP_3FX_CINEMATIC_MP_4FX_CINEMATIC_MP_5FX_CINEMATIC_MP_6FX_CINEMATIC_MP_7FX_CINEMATIC_MP_8FX_CINEMATIC_MP_9FX_CINEMATIC_MP_10FX_CINEMATIC_MP_11FX_CINEMATIC_MP_12FX_CINEMATIC_MP_13FX_CINEMATIC_MP_14FX_CINEMATIC_MP_15FX_CINEMATIC_MP_16FX_CINEMATIC_MP_17FX_CINEMATIC_MP_18FX_CINEMATIC_MP_19FX_CINEMATIC_MP_20FX_MELEE_1_STARTFX_MELEE_2_STARTFX_MELEE_3_STARTFX_MELEE_1_STOPFX_MELEE_2_STOPFX_MELEE_3_STOPFX_STOP_LEFT_HAND_FXFX_STOP_RIGHT_HAND_FXFX_PLAYER_VIEW_HITFX_ECHO_SCAN_STARTFX_POSSESSEDFX_POSSESSED_CANCELFX_PLASMA_STUNFX_ICE_BOMB_STUNFX_ICE_BOMB_STUN_STOPFX_ICE_BOMB_STUN_UPGRADED_STARTFX_ICE_BOMB_STUN_UPGRADED_STOPFX_ICE_BOMB_STUN_OVERFX_ICE_BOMB_STUN_OVER_UPGRADEDFX_BFG_STUNFX_EQUIPMENT_PULL_STUNFX_HEAD_SHOTFX_HEAD_SHOT_MASTERY_SHOCKWAVEFX_DAMAGE_TAKENFX_DAMAGE_SHRAPNELFX_DAMAGE_SPLASHFX_PAIN_STAGGER_STARTEDFX_PAIN_FALTER_STARTEDFX_START_SLOWED_FALTER_PAINFX_STOP_SLOWED_FALTER_PAINFX_WEAPON_CHAINSAW_STARTFX_WEAPON_CHAINSAW_RUNFX_WEAPON_CHAINSAW_REVFX_WEAPON_CHAINSAW_CUTFX_WEAPON_CHAINSAW_SURGEFX_WEAPON_CHAINSAW_CUT_ENDEDFX_WEAPON_CHAINSAW_CUTTING_FLESHFX_WEAPON_CHAINSAW_CUTTING_FLESH_ENDEDFX_WEAPON_OVERHEAT_PERCENT_0FX_WEAPON_OVERHEAT_PERCENT_25FX_WEAPON_OVERHEAT_PERCENT_50FX_WEAPON_OVERHEAT_PERCENT_75FX_WEAPON_OVERHEAT_PERCENT_100FX_MANCUBUS_STEAM_BLAST_STARTFX_MANCUBUS_FLAMES_STARTFX_MANCUBUS_FLAMES_STOPFX_MANCUBUS_FLAMES_ROLLOFF_STARTFX_MANCUBUS_FLAMES_ROLLOFF_STOPFX_DISSOLVE_INFX_DISSOLVE_OUTFX_DISSOLVE_OUT_FOREVERFX_SYNCED_MELEE_STARTFX_SYNCED_MELEE_ENDFX_SYNCED_MELEE_FOCAL_ONFX_SYNCED_MELEE_FOCAL_OFFFX_SYNCED_MELEE_ATTACK_PROMPT_ONFX_SYNCED_MELEE_ATTACK_PROMPT_OFFFX_OUTLINE_ONFX_OUTLINE_OFFFX_ABILITY_ACTIVATION_SUCCESSFX_ABILITY_ACTIVATION_ENDFX_ABILITY_ACTIVATION_SUCCESS_LOCALFX_ABILITY_ACTIVATION_END_LOCALFX_SUMMON_DEMON_IMPFX_PLAYER_WATER_ENTERFX_PLAYER_WATER_SWIMFX_PLAYER_WATER_EXITFX_PLAYER_MOVEMENT_STARTED_SPRINTINGFX_PLAYER_MOVEMENT_STOPPED_SPRINTINGFX_PLAYER_MOVEMENT_JUMPEDFX_PLAYER_MOVEMENT_LANDEDFX_PLAYER_MOVEMENT_CROUCHEDFX_PLAYER_MOVEMENT_UNCROUCHEDFX_PLAYER_BERSERK_STARTFX_PLAYER_BERSERK_STOPFX_PORTAL_OPENFX_PORTAL_CLOSEFX_GORE_SPRAY_1FX_DESTROYER_BLADE_GORE_SPRAY_1FX_MELEE_TRACE_IMPACT_STARTFX_MELEE_TRACE_IMPACT_ENDFX_PLAYERDAMAGE_BULLET_CENTERFX_PLAYERDAMAGE_BULLET_SIDEFX_PLAYERDAMAGE_MELEE_CENTERFX_PLAYERDAMAGE_MELEE_SIDEFX_PLAYERDAMAGE_EXPLOSIVE_CENTERFX_PLAYERDAMAGE_EXPLOSIVE_SIDEFX_PLAYERDAMAGE_PLASMA_CENTERFX_PLAYERDAMAGE_PLASMA_SIDEFX_PLAYERDAMAGE_FIRE_CENTERFX_PLAYERDAMAGE_FIRE_SIDEFX_PLAYERDAMAGE_ELECTRIC_CENTERFX_PLAYERDAMAGE_ELECTRIC_SIDEFX_PLAYERDAMAGE_XENON_CENTERFX_PLAYERDAMAGE_XENON_SIDEFX_PLAYERDAMAGE_RADIATION_CENTERFX_PLAYERDAMAGE_RADIATION_SIDEFX_PLAYERDAMAGE_RADIATION_WARNINGFX_PLAYERDAMAGE_RADIATION_DAMAGEFX_PLAYERDAMAGE_BFG_CENTERFX_PLAYERDAMAGE_BFG_SIDEFX_PLAYERDAMAGE_WOLF_BITE_CENTERFX_PLAYERDAMAGE_WOLF_BITE_SIDEFX_PLAYER_DAMAGE_SIPHON_STARTFX_PLAYER_DAMAGE_SIPHON_STOPFX_PLAYER_HEAL_SIPHON_STARTFX_PLAYER_HEAL_SIPHON_STOPFX_PLAYER_DAMAGE_SIPHON_LOCAL_PLAYER_STARTFX_PLAYER_DAMAGE_SIPHON_LOCAL_PLAYER_STOPFX_PLAYER_DAMAGE_TESLA_LOCAL_PLAYER_STARTFX_PLAYER_DAMAGE_TESLA_LOCAL_PLAYER_STOPFX_PLAYER_DAMAGE_SLUDGEFX_PLAYER_DAMAGE_PLASMA_PUDDLEFX_PLAYER_DAMAGE_FLAMING_BARRELFX_PLAYER_DAMAGE_RADIATION_BARRELFX_PLAYER_DAMAGE_SCREENCRACK_LIGHT_STARTFX_PLAYER_DAMAGE_SCREENCRACK_MEDIUM_STARTFX_PLAYER_DAMAGE_SCREENCRACK_HEAVY_STARTFX_PLAYER_DAMAGE_SCREENCRACK_LIGHT_STOPFX_PLAYER_DAMAGE_SCREENCRACK_MEDIUM_STOPFX_PLAYER_DAMAGE_SCREENCRACK_HEAVY_STOPFX_PLAYER_DAMAGE_BLOOD_1FX_PLAYER_DAMAGE_BLOOD_2FX_PLAYER_DAMAGE_BLOOD_3FX_PLAYER_DAMAGE_BLOOD_4FX_PLAYER_DAMAGE_BLOOD_5FX_PLAYER_DAMAGE_BLOOD_6FX_PLAYER_DAMAGE_BLOOD_STOPFX_PLAYER_DAMAGE_BLOOD_MEDIUM_CORNERSFX_PLAYER_DAMAGE_BLOOD_HEAVY_CORNERSFX_PLAYER_DAMAGE_FLARE_STARTFX_PLAYER_DAMAGE_FLARE_STOPFX_PLAYER_DAMAGE_CACODEMON_BILEFX_PLAYER_KILLED_PINKY_BULLRUSHFX_PLAYER_FRIENDLY_SIPHON_STARTFX_PLAYER_HOSTILE_SIPHON_STARTFX_PLAYER_GROUND_SLAMFX_PLAYER_GROUND_SLAM_SUPERFX_HANDS_SLAM_STARTFX_HANDS_SLAM_START_SUPERFX_PLAYERDAMAGE_LIGHT_FROM_NFX_PLAYERDAMAGE_LIGHT_FROM_NEFX_PLAYERDAMAGE_LIGHT_FROM_EFX_PLAYERDAMAGE_LIGHT_FROM_SEFX_PLAYERDAMAGE_LIGHT_FROM_SFX_PLAYERDAMAGE_LIGHT_FROM_SWFX_PLAYERDAMAGE_LIGHT_FROM_WFX_PLAYERDAMAGE_LIGHT_FROM_NWFX_PLAYERDAMAGE_HEAVY_FROM_NFX_PLAYERDAMAGE_HEAVY_FROM_NEFX_PLAYERDAMAGE_HEAVY_FROM_EFX_PLAYERDAMAGE_HEAVY_FROM_SEFX_PLAYERDAMAGE_HEAVY_FROM_SFX_PLAYERDAMAGE_HEAVY_FROM_SWFX_PLAYERDAMAGE_HEAVY_FROM_WFX_PLAYERDAMAGE_HEAVY_FROM_NWFX_PLAYERDAMAGE_DEEP_WATER_CENTERFX_PLAYERDAMAGE_DEEP_WATER_SIDEFX_RESURRECT_STARTFX_RESURRECT_STOPFX_RESURRECT_FAILFX_SPAWN_STARTFX_SPAWN_STOPFX_SUMMON_STARTFX_SUMMON_STOPFX_SUMMON_FAILFX_DESPAWN_STARTFX_DESPAWN_STOPFX_STATUS_STARTFX_STATUS_ENDFX_STATUS_LOCAL_STARTFX_STATUS_LOCAL_ENDFX_PLAYER_STATUS1_STARTFX_PLAYER_STATUS1_STOPFX_PLAYER_STATUS2_STARTFX_PLAYER_STATUS2_STOPFX_PLAYER_STATUS3_STARTFX_PLAYER_STATUS3_STOPFX_PLAYER_STATUS4_STARTFX_PLAYER_STATUS4_STOPFX_PLAYER_STATUS5_STARTFX_PLAYER_STATUS5_STOPFX_PLAYER_SPAWNFX_PLAYER_ELIMINATIONFX_PLAYER_FAST_TRAVEL_STARTFX_PLAYER_FAST_TRAVEL_LOOPFX_PLAYER_FAST_TRAVEL_STOPFX_HEALTH_LOWFX_HEALTH_REALLY_LOWFX_HEALTH_OKAYFX_TELEPORT_ENTERFX_TELEPORT_EXITFX_TELEPORT_COOLDOWN_STARTFX_TELEPORT_COOLDOWN_ENDFX_DETONATE_STARTFX_DETONATE_STOPFX_BURN_1_STARTFX_BURN_1_STOPFX_BURN_2_STARTFX_BURN_2_STOPFX_BURN_3_STARTFX_BURN_3_STOPFX_BURN_ACQUIREFX_BURN_LOSTFX_SHIELD_ACTIVATEFX_SHIELD_SPAWN_ACTIVATEFX_SHIELD_LOWFX_SHIELD_POPFX_SHIELD_HIT_HEADFX_SHIELD_HIT_BODYFX_SHIELD_HIT_LEFTARMFX_SHIELD_HIT_RIGHTARMFX_SHIELD_HIT_LEFTLEGFX_SHIELD_HIT_RIGHTLEGFX_SHIELD_DEACTIVATEFX_SHIELD_DEACTIVATE_MAX_DAMAGEFX_SHIELD_DEACTIVATE_MAX_DURATIONFX_SHIELD_IMPACTFX_SHIELD_REFLECTFX_SHIELD_BREAKFX_SHIELD_BREAK_WORLDFX_SHIELD_EXPLODEFX_SHIELD_DAMAGEDFX_SHIELD_CONTACT_DAMAGEFX_SHIELD_HEALTH_PARMFX_SHIELD_READY_TO_FIREFX_SHIELD_INVULNERABLE_STARTFX_SHIELD_INVULNERABLE_STOPFX_REPAIR_STARTFX_REPAIR_STOPFX_POWER_UP_CHARGINGFX_POWER_UP_INCOMINGFX_POWER_UP_IDLEFX_POWER_UP_PICK_UPFX_POWER_UP_PICK_UP_DROPFX_POWER_UP_STARTFX_POWER_UP_STOPFX_POWER_DOWN_STARTFX_POWER_DOWN_STOPFX_LOCKED_STARTFX_LOCKED_STOPFX_UNLOCKED_STARTFX_UNLOCKED_STOPFX_DSACTIVE_STARTFX_DSACTIVE_STOPFX_DSINACTIVE_STARTFX_DSINACTIVE_STOPFX_SCAN_STARTFX_SCAN_STOPFX_WARNING_STARTFX_WARNING_STOPFX_RUNE_BLOOD_FUELEDFX_RUNE_SEEK_DESTROYFX_RUNE_AMMO_STARTFX_RUNE_AMMO_STOPFX_FOCUS_STARTFX_FOCUS_ENDFX_FRIENDLY_LOOP_STARTFX_FRIENDLY_LOOP_STOPFX_HOSTILE_LOOP_STARTFX_HOSTILE_LOOP_STOPFX_INVISIBILITY_STARTFX_INVISIBILITY_STOPFX_GENERICSTATE_1_STARTFX_GENERICSTATE_1_STOPFX_GENERICSTATE_2_STARTFX_GENERICSTATE_2_STOPFX_GENERICSTATE_3_STARTFX_GENERICSTATE_3_STOPFX_GENERICSTATE_4_STARTFX_GENERICSTATE_4_STOPFX_DEMON_CRITHIT_1FX_DEMON_CRITHIT_2FX_DEMON_START_LIGHTFX_DEMON_STOP_LIGHTFX_DEMON_START_TIMEOUTFX_DEMON_TIMEOUTFX_DEMONPRESENCE_STARTFX_DEMONPRESENCE_STOPFX_PROWLER_POUNCE_ENTERFX_PROWLER_POUNCE_EXITFX_PROWLER_ATTACH_RIGHTFX_PROWLER_ATTACH_LEFTFX_PROWLER_CURSE_STARTFX_PROWLER_CURSE_STOPFX_PERSONAL_TELEPORTER_ACTIVEFX_PERSONAL_TELEPORTER_DESTROYFX_PERSONAL_TELEPORTER_INCOMINGFX_INVENTORY_BOOST_PACK_ACTIVATEDFX_INVENTORY_BOOST_PACK_DEACTIVATEDFX_INVENTORY_GIVE_OVER_TIME_ITEMFX_STEALTH_FIELD_ENTERFX_STEALTH_FIELD_EXITFX_DOUBLE_JUMP_THIRD_PERSONFX_CHANGE_TEAM_NONEFX_CHANGE_TEAM_ONEFX_CHANGE_TEAM_TWOFX_CHANGE_TEAM_ENEMYFX_CHANGE_TEAM_ALLIEDFX_CHANGE_TEAM_NEUTRALFX_DESIGNSYS_STARTTOUCHFX_DESIGNSYS_ENDTOUCHFX_PICKUP_AMMO_CRATEFX_PICKUP_ARMOR_SMALLFX_PICKUP_ARMOR_MEDIUMFX_PICKUP_ARMOR_LARGEFX_PICKUP_HEALTH_SMALLFX_PICKUP_HEALTH_MEDIUMFX_PICKUP_HEALTH_LARGEFX_PICKUP_SOULDROPFX_PICKUP_GENERAL_STOPFX_PICKUP_RAD_SUITFX_PICKUP_OXYGEN_SUITFX_SOULDROP_IDLEFX_SOULDROP_SEEKINGFX_FROZEN_MELEE_HIT_1FX_FROZEN_MELEE_HIT_2FX_FROZEN_MELEE_HIT_3FX_FROZEN_MELEE_HIT_4FX_FROZEN_MELEE_HIT_5FX_FROZEN_MELEE_SHATTERFX_CHARGEBALL_SCORE_FRIENDLYFX_CHARGEBALL_SCORE_ENEMYFX_IN_DOMINATION_ZONEFX_GLORY_SHOCKWAVEFX_POWERUP_SHOCKWAVEFX_TELEFRAGFX_BOSS_START_SIDE_LASER_1FX_BOSS_START_SIDE_LASER_2FX_BOSS_START_SIDE_LASER_3FX_BOSS_START_SIDE_LASER_4FX_BOSS_START_SIDE_LASER_5FX_BOSS_START_SIDE_LASER_6FX_GL_SHIELD_LOADFX_GL_SHIELD_SHOOTFX_GL_SHIELD_COLLIDEFX_GL_SHIELD_DESTROYFX_IOS_RIGHT_ARM_ARMOR_DEPLETEDFX_IOS_RIGHT_FOREARM_ARMOR_DEPLETEDFX_IOS_RIGHT_CHEST_ARMOR_DEPLETEDFX_IOS_LEFT_ARM_ARMOR_DEPLETEDFX_IOS_LEFT_FOREARM_ARMOR_DEPLETEDFX_IOS_LEFT_CHEST_ARMOR_DEPLETEDFX_IOS_HEAD_ARMOR_DEPLETEDFX_IOS_TORSO_ARMOR_DEPLETEDFX_GLORY_SPEED_BOOSTFX_GLORY_SAVAGERY_STARTFX_GLORY_SAVAGERY_STOPFX_GLORY_SAVAGERY_START_ENDFX_GLORY_SAVAGERY_AOE_START_ENDFX_GLORY_SAVAGERY_AOE_LOW_HEALTH_START_ENDFX_GLORY_SAVAGERY_START_THIRDFX_GLORY_SAVAGERY_STOP_THIRDFX_GLORY_SAVAGERY_START_END_THIRDFX_GLORY_SAVAGERY_AOE_START_END_THIRDFX_GLORY_SAVAGERY_AOE_LOW_HEALTH_START_END_THIRDFX_CACODEMON_SNARE_REEL_INFX_ARMOR_SWAP_HEADFX_ARMOR_SWAP_TORSOFX_ARMOR_SWAP_LARMFX_ARMOR_SWAP_RARMFX_ARMOR_SWAP_LEGSFX_ARMOR_SWAP_FULLFX_DEMONPLAYER_SHIELD_STARTFX_DEMONPLAYER_SHIELD_ENDFX_DEMONPLAYER_SHIELD_BREAKFX_DEMONPLAYER_SHIELD_DISSIPATEFX_DEMONPLAYER_SHIELD_TAKE_DAMAGEFX_DEMONPLAYER_CACODEMON_IDLE_STARTFX_DEMONPLAYER_CACODEMON_IDLE_STOPFX_DEMONPLAYER_CACODEMON_CHARGE_STARTFX_DEMONPLAYER_CACODEMON_CHARGE_STOPFX_DEMONPLAYER_CACODEMON_SHOOTFX_DEMONPLAYER_CACODEMON_SNAREFX_DEMONPLAYER_PINKY_BULLRUSH_BEGINFX_DEMONPLAYER_PINKY_BULLRUSH_ENDFX_DEMONPLAYER_PINKY_BULLRUSH_GIBFX_DEMONPLAYER_PINKY_CLOAK_SHIMMER_STARTFX_DEMONPLAYER_PINKY_CLOAK_SHIMMER_STOPFX_DEMONPLAYER_BOUNCEPAD_STARTFX_VOLUME_DOT_ENTERFX_VOLUME_DOT_EXITFX_FIRE_MUZZLE_1FX_FIRE_MUZZLE_2FX_FIRE_MUZZLE_3FX_FIRE_MUZZLE_4FX_BUFF_GENERICFX_BUFF_SPIRITFX_BUFF_SCREECHERFX_SHOW_WEAPON_LEFTFX_SHOW_WEAPON_RIGHTFX_MAN_ON_FIREFX_MAN_ON_FIRE_NAPALMFX_MAN_ON_FIRE_FLAME_ROUNDSFX_MAN_ON_FIRE_STOPFX_MAN_ON_FIRE_UPGRADED_STARTFX_MAN_ON_FIRE_UPGRADED_STOPFX_DESTRUCT_STARTFX_DESTRUCT_COLLIDEFX_DESTRUCT_ENDFX_DESTRUCT_SILLYGOOSE_STARTFX_DESTRUCT_SILLYGOOSE_ENDFX_DEMON_GHOSTING_FIRST_PERSON_STARTFX_DEMON_GHOSTING_FIRST_PERSON_STOPFX_DEMON_DISGUISED_FIRST_PERSON_STARTFX_DEMON_DISGUISED_FIRST_PERSON_STOPFX_DEMON_GHOSTING_THIRD_PERSON_STARTFX_DEMON_GHOSTING_THIRD_PERSON_STOPFX_DEMON_DISGUISED_THIRD_PERSON_STARTFX_DEMON_DISGUISED_THIRD_PERSON_STOPFX_REVENANT_AFTERBURNER_STARTFX_REVENANT_AFTERBURNER_ENDFX_REVENANT_BARRAGE_CHARGEFX_REVENANT_BARRAGE_FIREFX_REVENANT_JETPACK_OVERHEAT_STARTFX_REVENANT_JETPACK_OVERHEAT_ENDFX_REVENANT_REDLINE_STARTFX_REVENANT_REDLINE_ENDFX_DASH_ACTIVATEDFX_DASH_LOGIC_ENTITY_ACTIVATEDFX_DASH_AI_COLLISIONFX_CHAINGUN_DASH_SMASHFX_ARMORED_BARON_DEACTIVATE_GLOWFX_ARMORED_BARON_ARMOR_REGEN_WARNING_STARTFX_ARMORED_BARON_ARMOR_REGEN_WARNING_STOPFX_ARMORED_BARON_ARMOR_REGENFX_ARMORED_BARON_ARMOR_REGEN_MACEFX_AI_HEALTH_REGEN_STARTFX_AI_HEALTH_REGEN_STOPFX_AI_HEALTH_GAINFX_TRIGGER_ACTIVATEDFX_TRIGGER_DEACTIVATEDFX_TRIGGER_READYFX_SLAYER_PROTECTIONFX_AI_FRIENDLY_FLAMESFX_AI_FRIENDLY_FLAMES_2FX_AI_FRIENDLY_FLAMES_3FX_AI_DESTRUCTIBLE_THRUSTER_LEFTFX_AI_DESTRUCTIBLE_THRUSTER_RIGHTFX_HAMMER_DEBUFF_STARTFX_HAMMER_DEBUFF_STOPFX_PLAYER_SLOWDOWN_BLOODANGELFX_PLAYER_SLOWDOWN_BLOODANGEL_HAZARDFX_PLAYER_SLOWDOWN_SAMURFX_PLAYER_SLOWDOWN_PUSPODFX_PLAYER_CURSED_PROWLER_STARTFX_PLAYER_CURSED_PROWLER_STOPFX_STOP_PODIUM_EFFECTSFX_MAX_CONDITIONS FX_EXTRA_COND_NONEFX_EXTRA_COND_WEAP_LEFTFX_EXTRA_COND_WEAP_RIGHTFX_EXTRA_COND_PRIMARY_FIREFX_EXTRA_COND_SECONDARY_FIREFX_EXTRA_COND_ALLIEDFX_EXTRA_COND_ENEMYFX_EXTRA_COND_DAMAGE_LIGHTFX_EXTRA_COND_DAMAGE_MEDIUMFX_EXTRA_COND_DAMAGE_HEAVYFX_EXTRA_COND_QUADFX_EXTRA_COND_HELLFX_EXTRA_COND_TECHFX_EXTRA_COND_IMPACT_METALFX_EXTRA_COND_IMPACT_STONEFX_EXTRA_COND_IMPACT_WOODFX_EXTRA_COND_IMPACT_FLESHFX_EXTRA_COND_IMPACT_LIQUIDFX_EXTRA_COND_MAXOVERVIEW An fx decl is found inside generated/decls/fx/ each fx decl is made of n elements each element can be the following type FX_PARTICLE bread and butter of all FX you'll encounter, it calls on a particle decl that contains particlestage elements or custom elements defined to that particular particle decl FX_LIGHT FX_DECAL spawns 3d models such as rocks, smoke, or other simple shapes FX_MODEL used for things like the tyrant and baron sword effects FX_SOUND FX_SCREEN_SHAKE FX_CONTROLLER_SHAKE FX_RENDERPARM effects such as the khan/blood maykr and doomhunter shields FX_BLENDED_OPACITY FX_ENV_OVERRIDE FX_FLARE FX_BLUR_RADIAL FX_BLUR_GAUSSIAN FX_DEPTH_OF_FIELD FX_FOV FX_RIBBON_2 FX_HURT_TRIGGER FX_DESTRUCTIBLE FX_SCREEN_FLASH FX_SCREEN_OVERLAY FX_SCREEN_OVERLAY_ANIMATED_MASK FX_SCREEN_DISTORTION FX_SCREEN_VIGNETTE FX_LIGHT_SCATTERING_VOLUME useful for smoke bomb effects that are computationally cheap to create