ConditionRedSparkingProbability
Chance each frame that a critically damaged object starts throwing sparks.
- Applies to
- global rules
- File
rules.ini- Section
[General]- Value
- floating point
- When omitted
.02
The figure is a fraction from 0 to 1, drawn against once per frame, and it applies while the object’s remaining strength is below ConditionRed. Between that fraction and ConditionYellow the draw uses ConditionYellowSparkingProbability instead.
The draw is only made while the object has no spark system running, so at most one is attached at a time and the figure sets how quickly a fresh one starts rather than how many there are. It also needs the type’s DamageParticleSystems to name at least one ParticleSystemType declaring BehavesLike=Spark; one of those entries is picked at random and placed at the type’s DamageSmokeOffset. An object sitting 10 leptons or more below ground level is skipped.
Infantry are eligible only when the type declares Cyborg=yes. Vehicles, aircraft and structures always are, and no setting turns that off.