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NaturalParticleSystem: Difference between revisions
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Determines the [[ParticleSystems|particle system]] that is displayed on this [[BuildingType|building]] as a "natural" effect, i.e. regardless of whether the building is damaged or not. The system is created as soon as the building is placed. For this to work, you should also specify a valid {{f|NaturalParticleLocation|link}}. | Determines the [[ParticleSystems|particle system]] that is displayed on this [[BuildingType|building]] as a "natural" effect, i.e. regardless of whether the building is damaged or not. The system is created as soon as the building is placed. For this to work, you should also specify a valid {{f|NaturalParticleLocation|link}}. | ||
Note that unlike {{f|DamageParticleSystems|link}}, this flag supports only one particle system entry. | Note that unlike {{f|DamageParticleSystems|link}}, this flag supports only one particle system entry, and is only applicable to buildings. | ||
{{bugs}} | {{bugs}} | ||
This system is unused in the vanilla game, likely owing to the various bugs/limitations inherent to it. These bugs include: | This system is unused in the vanilla game, likely owing to the various bugs/limitations inherent to it. These bugs include: | ||
* The particle system is spawned as soon as the building is placed | * The particle system is spawned as soon as the building is placed | ||
* The particle system is never deleted or hidden, even if the building is sold or destroyed. The only way for the system to expire is to specify a {{f|Lifetime|link}} for it. | * The particle system is never deleted or hidden, even if the building is sold or destroyed. The only way for the system to expire is to specify a {{f|Lifetime|link}} for it(Solved the problem by using building animations. that the animation runs in a loop and has [[SpawnsParticle]]). | ||
* In {{ts}}, particles generated by this system freeze on their location when the building is cloaked, and will never resume or expire even if the building is decloaked. | * In {{ts}}, particles generated by this system freeze on their location when the building is cloaked, and will never resume or expire even if the building is decloaked. | ||
Latest revision as of 05:02, 21 September 2024
Flag: | NaturalParticleSystem |
File(s): | Rules(md).ini |
Values: | Strings: Normal text. (Limited to: ParticleSystems IDs) |
Default: | none |
Applicable to: | BuildingTypes |
Determines the particle system that is displayed on this building as a "natural" effect, i.e. regardless of whether the building is damaged or not. The system is created as soon as the building is placed. For this to work, you should also specify a valid NaturalParticleLocation.
Note that unlike DamageParticleSystems, this flag supports only one particle system entry, and is only applicable to buildings.
Bugs/Side-Effects/Unexpected Limitations
This system is unused in the vanilla game, likely owing to the various bugs/limitations inherent to it. These bugs include:
- The particle system is spawned as soon as the building is placed
- The particle system is never deleted or hidden, even if the building is sold or destroyed. The only way for the system to expire is to specify a Lifetime for it(Solved the problem by using building animations. that the animation runs in a loop and has SpawnsParticle).
- In Tiberian Sun, particles generated by this system freeze on their location when the building is cloaked, and will never resume or expire even if the building is decloaked.