This next example demonstrates the use of the Velocity Cone module, which outputs particles in a cone shape. The Particle System actually contains 3 Emitters:
The first two Emitters are GPU Sprite emitters. The most important modules in the effect are the Velocity Cone module, which handles the shape of the emission. There is also a Constant Acceleration module on each one which provides a sense of gravity, as well as a Collision (Scene Depth) module that uses Z-Buffer information to allow collision simulation.
The third Emitter uses a Mesh TypeData module to emit an instance of a Static Mesh into the Particle System, in this case a simple sphere. The Emitter's Lifetime is set to 0, which effectively causes the particle to live forever.
For the purposes of creating particle effects, it is often useful to think about a complete particle effect as a series of different subsystems. Here, we broke the effect into two fountains with a mesh in the middle. For other effects, such as a campfire, you would likely separate out such elements as the core of the fire, external flames, spark, smoke, and possible heat distortion into separate emitters within a single Particle System.
For more information on Velocity modules, please see the Velocity Modules documentation.