weaponImpactParticleDef
{
	particleDirectionOffset   16
	particleDirectionScaling  100

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

	// ripple
	waterRippleRadius		150			// radius size
	waterRippleLifeTime		1000		// ms

	// splash
	waterSplashDuration    1000			// ms
	waterSplashLight       300
	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  0			// random coef for speed (0 -> disable)
		particleEffectDuration   900
		particleEffectCount      15
		particleEffectRandScale  0.5
		particleEffectWidth      256
		particleEffectHeight     128
		particleEffectAlpha      0.125
	}

	// grass particle
	particleEffect
	{
		particleEffectType	 "grass"
		particleEffectShader     "dirt_splash"
		particleEffectSpeed	 400
		particleEffectSpeedRand  0			// random coef for speed (0 -> disable)
		particleEffectDuration   2000
		particleEffectCount      10
		particleEffectRandScale  0.5
		particleEffectWidth      200
		particleEffectHeight     75
		particleEffectAlpha      0.25
	}

	// gravel particle
	particleEffect
	{
		particleEffectType	 "gravel"
		particleEffectShader     "dirt_splash"
		particleEffectSpeed	 400
		particleEffectSpeedRand  0			// random coef for speed (0 -> disable)
		particleEffectDuration   2000
		particleEffectCount      10
		particleEffectRandScale  0.5
		particleEffectWidth      200
		particleEffectHeight     75
		particleEffectAlpha      0.25
	}

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

	// main explosion (position on missile origin)
	explosionShaderName    "explode1anim"		// if empty, no explosion
	explosionDuration      700
	explosionSizeStart     60
	explosionSizeStartRand 0
	explosionSizeEnd       120			// was 240
	explosionSizeEndRand   0
	explosionLightAnim	               		// if this field is present, dligh the explosion

	// up to 4 extra effects
	//extraEffect
	//{
		// extra effect
		//extraEffectCount        0			// if 0, no extra effect
		//extraEffectOriginRand   0
		//extraEffectVelocityRand 0
		//extraEffectVelocityScaling  0
		//extraEffectShaderName      "explode1anim"	// if empty, no effect
		//extraEffectDuration        700
		//extraEffectDurationRand    0
		//extraEffectSizeStart       60
		//extraEffectSizeStartRand   0
		//extraEffectSizeEnd         240
		//extraEffectSizeEndRand     0
		//extraEffectLightAnim	               // if this field is present, dligh the effect
	//}

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

	// debris
	debrisSpeed           280
	debrisSpeedRand       0
	debrisDuration        1400
	debrisDurationRand    0
	debrisCount           7			  // minimum number of debris generate
	debrisCountExtra      2			  // random extra debris
	//debrisForBullet				  // if this field is present, play different effect for bullet impact

}
