FITini // This is the Jump FX Data File -- The Jump FX work exactly like bullets which don't fly! [ObjectClass] l ObjectTypeNum = 16 [ObjectType] st Name = "jfx" // Text string giving a descriptive name (only 8 chars long!!) l Type = 25 // ID number for this object type l Appearance = 0 // Was 0x060001AE l Duration = 2 // Lasts forever = -1 (s) 2 second burst l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [JetData] ul SoundEffectId = 8 // Id of soundEffect to play on Fire. ul SmokeObjectId = 453 // No smoke on a bullet? ul LightObjectId = 681 FITend