ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
DamageSmokeOffset: Difference between revisions
Jump to navigation
Jump to search
Fixed X,Y,Z coord definitions. |
mNo edit summary |
||
Line 11: | Line 11: | ||
}} | }} | ||
Specifies the offset for the [[BehavesLike|smoke]] [[DamageParticleSystems|particle system]] that is spawned when an object is damaged. By default this point is the center of the unit, or in case of buildings, the top corner of its foundation. | Specifies the offset, measured in [[leptons]], for the [[BehavesLike|smoke]] [[DamageParticleSystems|particle system]] that is spawned when an object is damaged. By default this point is the center of the unit, or in case of buildings, the top corner of its foundation. | ||
The offset is expressed in X,Y,Z format with increasing X values moving the point to the south-east, Y to the south-west, and Z to both north and a higher render layer. | The offset is expressed in X,Y,Z format with increasing X values moving the point to the south-east, Y to the south-west, and Z to both north and a higher render layer. |
Revision as of 10:17, 19 March 2020
Flag: | DamageSmokeOffset |
File(s): | rules(md).ini |
Values: | X,Y,Z; Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 0,0,0 |
Applicable to: | TechnoTypes |
Specifies the offset, measured in leptons, for the smoke particle system that is spawned when an object is damaged. By default this point is the center of the unit, or in case of buildings, the top corner of its foundation.
The offset is expressed in X,Y,Z format with increasing X values moving the point to the south-east, Y to the south-west, and Z to both north and a higher render layer.
Notes
- The smoke particle system is created when the object's health falls below 50% or the ConditionRed threshold. Unlike particle systems with BehavesLike=Spark, the smoke is hardcoded to appear at this threshold and not at ConditionYellow.
- Only works on particle systems with BehavesLike=Smoke.