Bright
Lights the ground around an explosion with a brief flash.
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.
[MyCannon] ; example WeaponTypeDamage=400Bright=yes ; the impact lights the surrounding groundThe 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
- 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.
[MyShellWH] ; example WarheadTypeBright=yesA 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=yesobject, or one with theEXPLODESability, makes through its first weapon’s warhead IonStormWarheadlightning andIonCannonWarhead- 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