An effect to go along with a weapon, simulating a target being taken over by energy, overcharging it bit by bit, until it violently explodes.
A representation of the "critical mass".
Scripted effect feeding data (i.e. life time / effect duration) into a material applied to a second mesh overlaying the parent entity and multiple particle effects for the explosion, one for the main blast and smaller, cheap ones to follow the parent's bones to give an impression of the target "dissolving" very quickly.
(dummy models are part of the default Source content)
Potential in-game use.
(weapon model uses Valve's animations, the model itself as well as weapon sounds are done by me.
NPCs are part of the Half-Life 2 base content. HUD and various in-game effects by me.)