IsElectricBolt
| Flag: | IsElectricBolt |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | Weapons |
If set, the engine will draw an electric bolt along the projectile path. And create a [CombatDamage]→DefaultSparkSystem= specified ParticleSystem at the projectile's explosion point.
Notes
The colors of the bolt are derived from palette.pal:
- position #10 (0x0A, slightly desaturated, darker blue) and position #15 (0x0F, white).
If IsElectricBolt=yes is set, IsAlternateColor specifies whether the electric bolt will be drawn in an alternate color scheme. These colors are derived from palette.pal:
- position #5 (0x05, yellow) and position #15 (0x0F, white).
In the first case, the bolt by Yuri's Revenge default is a Blue/White line of interwoven lightning. In the second case, the bolt is by default a Yellow/White line. The second case is typically used for an overcharged Tesla Coil, where the Tesla Coil is charged by at least 2 Tesla Troopers.
Ares Info
Starting from Ares 0.1, the color of these three bolts allows users to freely define them.
[Weapon] Bolt.Color1= (R,G,B) Bolt.Color2= (R,G,B) Bolt.Color3= (R,G,B)
Can be omitted to use the palette-dependent default values. The third is always the color at index 15, while both others use the color at index 10 (or 5, if IsAlternateColor=yes).
See Also
- ElectricAssault
- Overpowerable
- Bolt.ParticleSystem (Ares Only)