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
While an object’s strength is below ConditionRed, this is the chance each frame that it starts throwing damage sparks. The value is a fraction: 0 never starts sparks, and 1 or more starts them on practically every frame the chance is drawn. Between ConditionRed and ConditionYellow, ConditionYellowSparkingProbability applies instead.
An object carries at most one spark system at a time, and no chance is drawn while one is running. The value therefore sets how soon a new spark system follows the last one, not how many sparks show at once.
Sparks can start only when all of these hold:
- the type’s
DamageParticleSystemsnames at least one ParticleSystemType withBehavesLike=Spark; - the object is less than 10 leptons below ground level;
- the object is a vehicle, an aircraft or a structure, or infantry whose type sets
Cyborg=yes.
The spark system is one of those Spark entries, picked at random, placed at the type’s DamageSmokeOffset from the object’s center.