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Bright

Lights the ground around an explosion with a brief flash.

Weapon flash

Specification — Weapon flash
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

Bright=yes makes every projectile the weapon fires light up the ground where it explodes.

rules.ini
[MyCannon] ; example WeaponType
Damage=400
Bright=yes ; the impact lights the surrounding ground

The flash is larger for a stronger shot. Its size is a quarter of the damage the projectile carries when it explodes, rounded down and held between 21 and 63. A shot of up to 87 damage gives the smallest flash, and a shot of 252 or more gives the largest. Whatever its size, every flash grows to full size within three game frames and shrinks away over the next seven.

Explosion flash

Specification — Explosion flash
Applies to
WarheadType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

The explosion lights the ground around it with a brief flash. The flash’s size is a quarter of the blast’s damage, rounded down and held between 21 and 63 on a scale of 64. A blast of 87 damage or less gives the smallest flash, and one of 252 or more gives the largest. The flash grows to full size within three game frames and shrinks away over the next seven.

rules.ini
[MyShellWH] ; example WarheadType
Bright=yes

A projectile’s impact ignores this flag. Its flash comes from the firing weapon’s Bright instead.

The flag applies to these explosions, none of which comes from a projectile:

  • an animation or voxel animation that explodes when it expires
  • the collateral blast a dying Explodes=yes object, or one with the EXPLODES ability, makes through its first weapon’s warhead
  • IonStormWarhead lightning and IonCannonWarhead
  • the Do Explosion At trigger action
  • the flashes that read C4Warhead: a laser fence segment blown up with its post, a stranded vehicle blowing itself up, a flying object that falls to the ground, an explosive crate, a hunter-seeker, and the three lighting trigger actions