TIKI setup { scale 1.0 path models/fx/dummy skelmodel dummy3.skd } init { server { classname effectentity notsolid rendereffects +dontdraw } client { originemitter spark ( spawnrate 3.00 model models/fx/bh_metal_fastpiece.tik count 10 color 1.00 1.00 1.00 collision bouncefactor 0.30 scale 0.50 life 1.00 velocity 300.00 accel 0.00 0.00 -500.00 friction 2.00 offsetalongaxis crandom -10 0 crandom -50 fade sphere alignstretch 0.30 ) originemitter smoke ( spawnrate 3.00 model vsssource.spr count 5 alpha 0.50 color 1.00 1.00 1.00 collision bouncefactor 0.30 scale 0.50 life 2.00 scalerate 1.50 randvel crandom -20 crandom -4 range 23 -1 accel 1.00 1.00 40.00 offsetalongaxis range 10 -40 0 crandom -30 fade randomroll ) originemitter drop2 ( spawnrate 3.00 model corona_reg.spr count 3 color 1.00 1.00 1.00 scale 0.10 life 1.00 scalerate 0.50 randvelaxis crandom 6 range 12 -6 0 accel 20.00 20.00 -60.00 offsetalongaxis crandom -10 0 crandom -50 randomroll ) originemitter drop1 ( spawnrate 3.00 model corona_util.spr alpha 0.30 color 1.00 1.00 1.00 scale 0.30 life 0.40 scalerate 5.00 randvelaxis range 3 -8 range 6 -18 range 4 -9 accel 0.00 0.00 -200.00 offsetalongaxis crandom -5 crandom -5 crandom -5 fade randomroll ) } } animations { idle dummy3.skc start dummy3.skc { client { enter emitteron spark enter emitteron smoke enter emitteron drop2 enter emitteron drop1 } } stop dummy3.skc { client { enter emitteroff spark enter emitteroff smoke enter emitteroff drop2 enter emitteroff drop1 } } } /*QUAKED fx_electrical_panelmelt (0.0 0.5 0.5) (-8 -8 -8) (8 8 8) Smoke from fire. Doesn't collide. */