DmElementparticleSystemDefinitionsnameDmeParticleSystemDefinitionview model effectbatch particle systemsSort particlestime to sleep when not drawnmaximum draw distancecontrol point to disable rendering if it is the cameraminimum rendered framesminimum sim tick ratemaximum sim tick ratemaximum time stepgroup idsequence_number 1sequence_numberrotation_speedrotationcolorradiuscull_replacement_definitioncull_control_pointcull_costcull_radiusbounding_box_maxbounding_box_minmaterialinitial_particlesmax_particlespreventNameBasedLookupconstraintsforceschildrenemittersinitializersoperatorsrenderersDmeParticleOperatoruse parent particles for emission scalingscale emission to used control pointsoperator fade oscillateoperator end fadeoutoperator start fadeoutoperator end fadeinoperator start fadeinemission_durationemission_rateemission_start_timefunctionNamerandomly distribution growth timerandomly distribute to highest supplied Control Pointcreate in modelspeed_random_exponentbias in local systemdistance_bias_absolute_valuedistance_biasspeed_in_local_coordinate_system_maxspeed_in_local_coordinate_system_minspeed_maxspeed_mincontrol_point_numberdistance_maxdistance_minrotation_random_exponentrotation_offset_maxrotation_offset_minrotation_initiallifetime_random_exponentlifetime_maxlifetime_mintint update movement thresholdtint clamp maxtint clamp mintint control pointtint_perccolor2color1radius_random_exponentradius_maxradius_minApply Velocity in Local Space (0/1)output maximumoutput minimumInvert Abs ValueAbsolute ValueSpatial Coordinate OffsetTime Coordinate OffsetSpatial Noise Coordinate ScaleTime Noise Coordinate ScaleControl Point Numbermax constraint passesdraggravityscale_biasradius_end_scaleradius_start_scaleease_in_and_outend_timestart_timeend_fade_out_timestart_fade_out_timeend_fade_in_timestart_fade_in_timeend_alphastart_alphafade_end_timefade_start_timecolor_fadeorientation control pointVisibility Radius Scale maximumVisibility Radius Scale minimumVisibility Alpha Scale maximumVisibility Alpha Scale minimumVisibility input maximumVisibility input minimumVisibility Proxy RadiusVisibility Proxy Input Control Point Numberuse animation rate as FPSsecond sequence animation rateanimation_fit_lifetimeorientation_typeanimation rateVisibility Camera Depth Biasmax forcemin forceDmeParticleChilddelaychildalpha_minalpha_maxalpha_random_exponentsequence_maxsequence_mincontrol point numbermaxminFlip Percentagefade in curve exponentfade in time minfade in time maxfade in time exponentproportional 0/1fade biasease in and outfade out time exponentfade out time maxfade out time minspin_rate_degreesspin_stop_timespin_rate_minlength fade in timemax lengthmin lengthamount of bounceamount of slideradius scalebrush onlycollision groupcollision modecontrol point offset for fast collisionscontrol point movement distance tolerancekill particle on collisiontrace accuracy tolerancejuntitledV6ה(4gMb,9~mvm_blimp_smoke 1%NZ[Q&emit_continuously5vNAN)&Position Within Sphere Random޷m,4EF] (5&Rotation Random}޾ȔJhLj:Xy&Lifetime Randomp_JJ&Color Random'K)9ۭ&Radius Random oj>G ٣&^&Velocity Noise&V:AUPz&Movement Basic&A (&Radius ScaleJ8^LbI~3&Alpha Fade and Decayź*RXKMX &Color FadeK슦UsK RnBr&render_animated_sprites&;: C⍒ [mvm_blimp_propeller_wind3.H,:s&random forceQऄE<Ф#~mvm_blimp_propeller_wind_ringsCXUO){/Ummvm_blimp_propeller_wind_ringsKe2C>iq-&emit_continuouslyX7 O)YY&Movement Basic azOMy&Lifespan DecayT7rM|p̗&Alpha Fade In RandomE\}F~&Alpha Fade Out Random[f#A8xCC4˽&Radius Scale~+uj@س&Rotation Spin RollˍAmi\J$&Radius Scaleh0C0JU:&render_animated_spritesp&Velocity Noise/uiVH@|Po&Position Within Sphere Random4M9)LY:/#&Movement BasicMm<="I }'&Lifespan DecayeTtF@Kbmx&Alpha Fade In Random9{?=^J^Evw&Alpha Fade Out Random+C Wz E<@&render_sprite_trail)6hIQmvm_blimp_smoke_exhaust* J]/i~mvm_blimp_smoke_firep쨍@^@˓pmvm_blimp_smoke_fire+{zrF $s&random forceVpX~BA#~mvm_blimp_smoke_fire_1,[CFEmvm_blimp_smoke_fire_1q[NWky&Collision via traces%VNB@*D3&random forceN酗F`:&emit_continuouslydTF{/%)&Alpha Random4Z 3$J@P^Hr&Radius Random+J) u&Lifetime Random5nhGU8qd&Color Random~ҸCf&Velocity NoiseD>EK~"y&Position Within Sphere Random ΰI[Ab5{&Movement Basic/nμDHs&Alpha Fade and Decay{47H^ &Radius Scale@vBg>k|&Color FadeVK~(CRJ"^a^a&render_sprite_trailՈ5dF)~mvm_blimp_smoke_fire_2aK[O*ECmvm_blimp_smoke_fire_2q}xC?An&random force9AM1SNav&emit_continuouslyԇy Cvɸ~&Rotation Random\è$Ou&Color FadeN=V|@&afQ&render_sprite_trailNN Nу2@ |&render_animated_spritesP-Ch2(&emit_continuouslyQjXN> Ѵ%+&Position Within Sphere RandomA)ArN@H&Rotation Random™HH:&Lifetime Random?dPB2l&Color Random9_OWB0&Radius Random 0zuC)hU&Velocity Noise34d\M-܄+&Movement BasicH,|b4E]>p&Radius Scale7(2[B a&Alpha Fade and Decaymj8Fle~ۄ&Color Fadeq{[ޠF*&render_animated_sprites_-uNJ@02E5"% $ #"! effects\smoke\smokelit_nofade.vmt  A A A? 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