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LightningScatterDelay: Difference between revisions
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Type Error and Another Effect |
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{{ | {{Flag | ||
The delay in frames between random lightning bolts from a Super Weapon with Type= | |name=LightningScatterDelay | ||
|files={{Categ|Rules(md).ini}} | |||
|values=integer | |||
|default=0 (?) | |||
|types={{Categ|General}} | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
The delay in frames between random lightning bolts from a Super Weapon with [[Type]]=LightningStorm. Decreasing this appears to inflict a serious hit on game speed and performance as the game has to perform many calculations for each shot - slowing this process down will thus slow the game down. | |||
*It not only controls the interval, but also the number of clouds generated each time. | |||
**Of course, under [[Ares]], you can use the '''Lightning.ScatterDelay''' and '''Lightning.ScatterCount''' statements to define them separately. |
Latest revision as of 07:46, 22 August 2023
Flag: | LightningScatterDelay |
File(s): | Rules(md).ini |
Values: | integer |
Default: | 0 (?) |
Applicable to: | General |
The delay in frames between random lightning bolts from a Super Weapon with Type=LightningStorm. Decreasing this appears to inflict a serious hit on game speed and performance as the game has to perform many calculations for each shot - slowing this process down will thus slow the game down.
- It not only controls the interval, but also the number of clouds generated each time.
- Of course, under Ares, you can use the Lightning.ScatterDelay and Lightning.ScatterCount statements to define them separately.