AttachedParticleSystem
The particle system a flame, spark or railgun weapon spawns as it fires.
- 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.
[MyRailgun] ; example WeaponTypeIsRailgun=yesAttachedParticleSystem=LargeRailgunSys ; a ParticleSystemType registered in [ParticleSystems]AmbientDamage=200Damage=0While 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.