DamageParticleSystems
The particle systems a damaged object gives off, sorted into sparks and smoke by their own behavior.
- Applies to
- AircraftTypeBuildingTypeInfantryTypeUnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- list of ParticleSystemTypes
- When omitted
(empty)
[MYTANK] ; a UnitType registered in [VehicleTypes]DamageParticleSystems=MYSPARKSYS,MYSMOKESYS ; ParticleSystemTypes registered in [ParticleSystems]DamageSmokeOffset=0,0,90The list is one pool that the engine splits by each entry’s BehavesLike. Only two of those behaviors are ever drawn from it, and an entry with any other behavior is never used.
Sparks are the Spark entries. A damaged object checks for them on every one of its own passes, while its health ratio is below ConditionYellow and it is not more than ten leptons underground. If it has no spark system running, one entry is picked from the spark entries at random and attached to the object at its center plus DamageSmokeOffset, on a roll of ConditionRedSparkingProbability once the ratio is below ConditionRed and ConditionYellowSparkingProbability until then. Sparks are switched off for every InfantryType except a Cyborg=yes one, and switched on for everything else; there is no key for it.
Smoke are the Smoke entries, and they are attached on a damaging hit rather than on a pass. The hit must be the one that carries the object below half strength or below ConditionRed, the health ratio must be at or below ConditionYellow with no smoke already running, and the object must not be more than ten leptons underground. One smoke entry is picked at random and attached at the object’s position plus DamageSmokeOffset. Repairing back above ConditionYellow, or sinking further than ten leptons underground, removes it again.
An object may run one spark system and one smoke system at a time, so a longer list widens the choice rather than the count.