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Difference between revisions of "DamageParticleSystems"

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{{DeeZireInclusion}}<br />
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__NOTOC__
Specifies which of the [ParticleSystems] is spawned when this object is damaged. Unlike Tiberian Sun this can not be attached to InfantryTypes and as a point of note it would appear that you can only specify one type and the 'spark' type systems do not always work. Presumably this was an attempt to speed up the game engine.
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{{Flag
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|name={{PAGENAME}}
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|files={{Categ|Rules(md).ini}}
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|values={{values|stringlist|[[ParticleSystems]] IDs}}
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|default=none
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|types={{Categ|Technoes}}
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|ts=yes
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|fs=yes
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|ra2=yes
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|yr=yes
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}}
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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.
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The spawned particle systems are attached to the owner object, and they are removed automatically when the owner is removed from the map.
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== BehavesLike=Smoke ==
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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.
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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.
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== BehavesLike=Spark ==
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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.
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Spark particle systems are removed when they expire.
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=== Limitations and Unexpected Behavior  ===
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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.
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== Yuri's Revenge and Deactivated Units ==
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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}}.
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== Myths ==
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The behavior of this tag, especially the restriction on {{f|BehavesLike}}, is the same in {{ts}}, {{fs}}, {{ra2}} and {{yr}}.

Revision as of 09:19, 5 June 2014


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: 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.