Sparky
Flag: | Sparky |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Warheads |
When enabled, the warhead will create residual flames after exploding.
If any warhead has Sparky=yes, ensure that both OnFire and TreeFire have enough animations defined. If you fail to do this, random Internal Errors will occur.
Against Buildings
When a building is damaged into yellow or red health by a Sparky=yes warhead, then it will randomly spawn animations from the OnFire list. The animations are attached to the building.
For each cell of the building's foundation, a random number from 0 to Foundation Width + Foundation Height + 5 is picked. Depending on this number, an animation is created in the cell. This means that the probability for each cell gets smaller the bigger the building is, and that small buildings will not create some types of animation.
- 1 to 5 create the first item in the OnFire list.
- 6 to 8 create the second item in the OnFire list.
- 9 creates the third item in the OnFire list.
- Any other number creates no animation.
Against Terrain Objects (Starting Forest Fires)
Sparky=yes warheads are part of the forest fire logic and can ignite trees.
Any Armor=wood and SpawnsTiberium=no terrain object hit by a Sparky=yes warhead with positive damage can be ignited. Either the first or the second item from the TreeFire list is spawned randomly and attached to the terrain object. When the animation finishes playing and no other animations are attached to the burning terrain object, it extinguishes.
While the tree is burning, it can ignite trees nearby and create a forest fire. See TreeFlammability.