UseSparkParticles
| Flag: | UseSparkParticles |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | Weapons |
Setting this to "yes" will make the weapon look for and use the particle system listed in AttachedParticleSystem= when firing.
Notes
The effect is indistinguishable from IsRailgun=true and is not limited to spark particles.
The effect of the tag depends on the listed ParticleSystem's BehavesLike= entry
- =Spark type entries along with =Smoke types will be drawn at the weapon's PrimaryFireFLH=,
- =Railgun type entries will be drawn from the firing point to the target,
- =FireStream types will likewise be drawn from firer to target.
- =Gas type is untested.
The firing weapon will be unable to fire again until the particle system has finished and despawned.
Bugs/Side-Effects/Unexpected Limitations
When using Burst= weapons along with an offset FireFLH (a twin barrel tank, for example), the particle system will be spawned at the point opposite to the firing weapon's FireFLH
Depending on the shooter's Locomotor= setting, units using weapons with UseSparkParticles=yes or UseFireParticles=yes can normally scan and target, but in some cases except Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}, they may only be able to actually fire at very tricky angles. This is particularly evident in Hover and Jumpjet, which can hover in the air. However, IsRailgun=yes does not have this problem.