From Data Realms Wiki
AddEmission adds an emission to any object. Emissions can be used to propel an object (rockets/missiles) or create an effect of something being emitted (smoke, fire, sparks).
AddEmission = Emission //Needed to actually create the emission EmittedParticle = MOSParticle //What shall be emitted? In this case we are emitting a MOSParticle CopyOf = Small Smoke Ball 1 //Copy a preset of a MOSParticle. As the name suggests, this looks like a small ball of smoke. PresetName = Rocket Launcher Smoke 3 //That's the name of your Emission. This is needed to use the "CopyOf" argument. LifeTime = 250 // How long this particle lives (in milliseconds). GlobalAccScalar = -0.1 //This defines how gravity affects the particle. "1.0" means normal Gravity, "0.0" is no gravity and "-1.0" means that it "falls" upwards. EffectStartTime = 0 //When the effect shall start EffectStopTime = 500 //When the effect shall stop EffectStartStrength = 0.4 //How strong the effect is when it begins. Value fades gradually to "EffectStopStrength" EffectStopStrength = 0.0 //How strong the effect is when it stops. ParticlesPerMinute = 3000 //How many particles shall be released within a minute. BurstSize = 1 Spread = 3.1 //That's how much the particles are Spread. "0" means they are all coming out in the same direction. MaxVelocity = 1 //The maximum velocity at which the particle is emitted. The actual Velocity is a random number between "MaxVelocity" and "MinVelocity". MinVelocity = 0 //The minimum velocity at which the particle is emitted. PushesEmitter = 0 //When this is set to "1", the emission will push the emitter like a rocket. The speed at which it pushes is defined by "MaxVelocity" and "MinVelocity".