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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

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: 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.

See Also