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ConditionRedSparkingProbability: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Defines the percentage chance that an object will spawn the particle system defined with DefaultSparkSystem= (see Particle System Defaults) when its health bar is red.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|percentage}}
|default=0.02 (2%)
|types={{Categ|General}}
|ts=yes
|fs=yes
|ra2=yes
|yr=yes
}}
 
Defines the chance that infantry with red health will spawn a random particle system from the {{f|DamageParticleSystems|link}} list that has {{f|BehavesLike|Spark|link}} set.
 
{{Bugs}}
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 ==
* [[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