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ConditionRedSparkingProbability: Difference between revisions

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{{Bugs}}
{{Bugs}}
This logic only works for infantry with {{f|Cyborg|yes|link}}, and it may behave in an unexpected way. See {{f|DamageParticleSystems|link}}.
This logic only works for infantry with {{f|Cyborg|yes|link}}, and it may behave in an unexpected way. See {{f|DamageParticleSystems|link}}.
== See also ==
== See also ==
* [[ConditionYellowSparkingProbability]]
* [[ConditionYellowSparkingProbability]]
[[Category:Unlisted Flags]]

Latest revision as of 11:16, 27 December 2021

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: ConditionRedSparkingProbability
File(s): Rules(md).ini
Values: Percentages: Either a direct percentage (e.g. "50%"), or a floating point value (e.g. "0.5").
Default: 0.02 (2%)
Applicable to: General


Defines the chance that infantry with red health will spawn a random particle system from the DamageParticleSystems list that has BehavesLike=Spark set.

Bugs/Side-Effects/Unexpected Limitations

This logic only works for infantry with Cyborg=yes, and it may behave in an unexpected way. See DamageParticleSystems.

See also