TIKI setup { scale 1.0 path models/fx/dummy skelmodel dummy3.skd } init { server { scale 0.6 notsolid classname Projectile anim idle setsize "-2 -2 -2" "2 2 2" speed 1000 minspeed 1000 life 4.0 dmlife 4.0 rendereffects +dontdraw hitdamage 0.5 takedamage meansofdeath grenade explosionmodel models/EMITTERS/snowdrift.tik explodeontouch smashthroughglass 64 gravity 0.6 // avelocity random 90 random 90 90 addvelocity 0 0 299 dlight .5 1 1 250 cache models/EMITTERS/snowdrift.tik } client { originemitter waterfall ( spawnrate 60.00 model water_g.spr spritegridlighting alpha 0.50 color 1.00 1.00 1.00 scale 2.00 life 1.50 velocity 50.00 randvel crandom -7 crandom -8 crandom -6 accel 11.00 -10.00 -332.00 fade ) } } animations { idle dummy3.skc start dummy3.skc { client { enter emitteron waterfall } } stop dummy3.skc { client { enter emitteroff waterfall } } } /*QUAKED fx_water_falls (0.0 0.5 0.5) (-8 -8 -8) (8 8 8) water fall...like duh... Doesn't collide. */