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AttachedParticleSystem

The particle system a flame, spark or railgun weapon spawns as it fires.

Specification
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
string
When omitted
none

Only three weapon flags use this system: UseFireParticles=yes, UseSparkParticles=yes and IsRailgun=yes. Each flag spawns one system of the named type when the weapon fires. A weapon that sets two of the flags spawns two systems of the same type.

rules.ini
[MyRailgun] ; example WeaponType
IsRailgun=yes
AttachedParticleSystem=LargeRailgunSys ; a ParticleSystemType registered in [ParticleSystems]
AmbientDamage=200
Damage=0

While a spawned system is still running, the object cannot fire this weapon again, and cannot fire its other weapon either. The system’s lifetime therefore paces the weapon together with its ROF: the next shot waits until the reload has passed and the system has ended. Firing geometry covers how each weapon slot is held.

A spark weapon shares its particle hold with the sparks a damaged object gives off. While those damage sparks are running, an object with a spark weapon cannot fire either of its weapons.

A name the game does not already know is registered as a new particle system type. A misspelled name therefore spawns a system built from default settings. none without angle brackets is also taken as a name. <none> and an empty value keep whatever an earlier rules file set, so no value can clear a system that an earlier file named.