DamageParticleSystems: Difference between revisions
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{{ | __NOTOC__ | ||
Specifies | |||
{{Flag | |||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values={{values|stringlist|[[ParticleSystems]] IDs}} | |||
|default=none | |||
|types={{Categ|Technoes}} | |||
|ts=yes | |||
|fs=yes | |||
|ra2=yes | |||
|yr=yes | |||
}} | |||
Specifies a list of [[ParticleSystems]] to spawn randomly when this object is damaged. Only particle systems with {{f|BehavesLike|Smoke|link}} or {{f|BehavesLike|Spark}} are eligible to be selected. | |||
The spawned particle systems are attached to the owner object, and they are removed automatically when the owner is removed from the map. | |||
== BehavesLike=Smoke == | |||
A smoke particle system is created when a unit or structure is damaged and it enters yellow or red health (there has to be a change) and doesn't have a smoke particle system attached already. If the unit is below ground level, no particle system is created. | |||
The smoke particle system is removed when the object is repaired back into green health by either a service depot, a repair weapon or self-heal, or by upgrading or using click repair on buildings. Other logics might not remove the particle system and it will stay active until it expires. | |||
== BehavesLike=Spark == | |||
Particle systems are created with a probability of either {{f|ConditionYellowSparkingProbability|link}} or {{f|ConditionRedSparkingProbability|link}}, depending on the health of the unit. If there is a spark particle system attached to the unit already, or the unit is below ground level, no particle system is created. | |||
Spark particle systems are removed when they expire. | |||
=== Limitations and Unexpected Behavior === | |||
Spark particle systems are only ever created for infantry units if and only if the type has {{f|Cyborg|yes|link}} set and the type's section is present in the map file. If a type is not defined in the map file, damage sparks will be disabled. This is a hardcoded behavior and it is not possible to enable this setting manually. | |||
== Yuri's Revenge and Deactivated Units == | |||
Units like the Robot Tank constantly spawn a spark particle system when deactivated. This cannot be controlled with this tag. It always is {{Sl|CombatDamage|DefaultSparkSystem}}. | |||
== Myths == | |||
The behavior of this tag, especially the restriction on {{f|BehavesLike}}, is the same in {{ts}}, {{fs}}, {{ra2}} and {{yr}}. |
Revision as of 07:19, 5 June 2014
Flag: | DamageParticleSystems |
File(s): | Rules(md).ini |
Values: | Comma-separated list of strings. (Limited to: ParticleSystems IDs) |
Default: | none |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Specifies a list of ParticleSystems to spawn randomly when this object is damaged. Only particle systems with BehavesLike=Smoke or BehavesLike=Spark are eligible to be selected.
The spawned particle systems are attached to the owner object, and they are removed automatically when the owner is removed from the map.
BehavesLike=Smoke
A smoke particle system is created when a unit or structure is damaged and it enters yellow or red health (there has to be a change) and doesn't have a smoke particle system attached already. If the unit is below ground level, no particle system is created.
The smoke particle system is removed when the object is repaired back into green health by either a service depot, a repair weapon or self-heal, or by upgrading or using click repair on buildings. Other logics might not remove the particle system and it will stay active until it expires.
BehavesLike=Spark
Particle systems are created with a probability of either ConditionYellowSparkingProbability or ConditionRedSparkingProbability, depending on the health of the unit. If there is a spark particle system attached to the unit already, or the unit is below ground level, no particle system is created.
Spark particle systems are removed when they expire.
Limitations and Unexpected Behavior
Spark particle systems are only ever created for infantry units if and only if the type has Cyborg=yes set and the type's section is present in the map file. If a type is not defined in the map file, damage sparks will be disabled. This is a hardcoded behavior and it is not possible to enable this setting manually.
Yuri's Revenge and Deactivated Units
Units like the Robot Tank constantly spawn a spark particle system when deactivated. This cannot be controlled with this tag. It always is [CombatDamage]→DefaultSparkSystem=.
Myths
The behavior of this tag, especially the restriction on BehavesLike, is the same in Tiberian Sun, Firestorm, Red Alert 2 and Yuri's Revenge.