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{{DeeZireInclusion}}<br />
{{Flag
Determines the ParticleSystem= that is displayed on this BuildingType as a 'natural' effect and is triggered to be fired in conjunction with the Buildup= animation sequence. For this to work, you should also specify NaturalParticleLocation= and ensure that the Particle= called by the ParticleSystem= does not have Persistant=true set.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|string|[[ParticleSystems]] IDs}}
|default=none
|types={{Categ|BuildingTypes}}
|ts=yes
|fs=yes
|ra2=yes
|yr=yes
}}
 
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, and is only applicable to buildings.
 
{{bugs}}
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 {{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.
 
== See Also ==
* [[NaturalParticleLocation]]
* [[DamageParticleSystems]]

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