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ConditionRedSparkingProbability

Chance each frame that a critically damaged object starts throwing sparks.

Specification
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 DamageParticleSystems names at least one ParticleSystemType with BehavesLike=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.