weaponImpactParticleDef
{
	particleDirectionOffset   24
	particleDirectionScaling  64

	//////////////////////////////////
	// specific for water effect
	//////////////////////////////////

	// ripple
	waterRippleRadius		300			// radius size
	waterRippleLifeTime		2000		// ms

	// splash
	waterSplashDuration    1000			// ms
	waterSplashLight       600
	waterSplashLightColor  0.75 0.5 0.1
	waterSplashIsSprite					// if this field is present, use water shader as sprite

	//////////////////////////////////
	// particle effect
	//////////////////////////////////

	// each surface supports up to 2 effects per surface type. available surface : default, far (non-sense), wood, metal, roof, gravel, glass, snow, water, flesh

	// water particle
	particleEffect
	{
		particleEffectType	     "water"
		particleEffectShader     "water_splash"
		particleEffectSpeed	     400
		particleEffectSpeedRand  200	// random coef for speed (0 -> disable)
		particleEffectDuration   900
		particleEffectCount      15
		particleEffectRandScale  0.5
		particleEffectWidth      512
		particleEffectHeight     128
		particleEffectAlpha      0.125
	}

	// water particle
	particleEffect
	{
		particleEffectType	     "water"
		particleEffectShader     "water_splash"
		particleEffectSpeed	     400
		particleEffectSpeedRand  600		// random coef for speed (0 -> disable)
		particleEffectDuration   1400
		particleEffectCount      15
		particleEffectRandScale  0.5
		particleEffectWidth      128
		particleEffectHeight     512
		particleEffectAlpha      0.125
	}

	// grass particle
	particleEffect
	{
		particleEffectType       "grass"
		particleEffectShader     "dirt_splash"
		particleEffectSpeed	     400
		particleEffectSpeedRand  200
		particleEffectDuration   3000
		particleEffectCount      10
		particleEffectRandScale  0.5
		particleEffectWidth      400
		particleEffectHeight     256
		particleEffectAlpha      0.25
	}

	// gravel particle
	particleEffect
	{
		particleEffectType       "gravel"
		particleEffectShader     "dirt_splash"
		particleEffectSpeed	     400
		particleEffectSpeedRand  200
		particleEffectDuration   3000
		particleEffectCount      10
		particleEffectRandScale  0.5
		particleEffectWidth      400
		particleEffectHeight     256
		particleEffectAlpha      0.25
	}

	//////////////////////////////////
	// particle explosion effect
	//////////////////////////////////

	// main explosion (position on missile origin)
	explosionShaderName    "explode1anim"	// if empty, no explosion
	explosionDuration      1600
	explosionSizeStart     20
	explosionSizeStartRand 0
	explosionSizeEnd       200
	explosionSizeEndRand   400
	explosionLightAnim	               // if this field is present, dligh the explosion

	// up to 4 extra effect
	extraEffect
	{
		// extra effect
		extraEffectCount            4			// if 0, no extra effect
		extraEffectOriginRand       50
		extraEffectVelocityRand     0.35
		extraEffectVelocityScaling  300
		extraEffectShaderName       "explode1anim"	// if empty, no effect
		extraEffectDuration         1600
		extraEffectDurationRand     0
		extraEffectSizeStart        40
		extraEffectSizeStartRand    0
		extraEffectSizeEnd          260
		extraEffectSizeEndRand      120
		//extraEffectLightAnim	          		// if this field is present, dligh the effect
	}

	//////////////////////////////////
	// debris effect
	//////////////////////////////////

	// debris
	debrisSpeed           400
	debrisSpeedRand       200
	debrisDuration        1000
	debrisDurationRand    2000
	debrisCount           5			  // minimum number of debris generate
	debrisCountExtra      5			  // random extra debris
	//debrisForBullet				  // if this field is present, play different effect for bullet impact

}
