[(ti_on_shield_hit,
[
(store_trigger_param_1, ":trigger_param_1"),
#(agent_get_scale, pos1, ":trigger_param_1", 13),
(agent_get_position, pos1, ":trigger_param_1"), #Get Agent Position
#Not needed
#(position_transform_position_to_parent, pos3, pos2, pos1),
(position_move_z, pos1, 90),
(position_move_x, 3, 10),
(position_move_y, pos1, 100), #10 def
#(store_random_in_range, ":psys_to_use", "psys_lanse", "psys_lanse_blood"), #We use this instead if we want dummy_straw_big to have a chance.
#Not needed
(store_random_in_range, ":random_effect_in_range", 1, 500), #Randomize smoke size between 3 to 6, for props this is set to 3.
(store_random_in_range, ":psys_to_use", "psys_lanse", "psys_dummy_straw_big"), #We probably don't want to include dummy_straw_big, so we ignore it in this one
(particle_system_burst, "psys_dummy_smoke", pos1, ":random_effect_in_range"), #We want smoke randomized sizes.
(particle_system_burst, ":psys_to_use", pos1, 2), #We want particle effects randomized for the actual shield.
###Other options###
#(particle_system_burst, "psys_dummy_straw", pos1, ":random_effect_in_range"), #We want particle effects randomized for the actual shield.
#(particle_system_burst, "psys_lanse", pos1, 10),
#(particle_system_burst, "psys_lanse_straw", pos1, 30)
###Other Options###
])]
],