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DamageSmokeOffset

Where a damaged object's spark and smoke systems are anchored, relative to the object.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
offset (x,y,z)
When omitted
0,0,0
rules.ini
[MYTANK] ; a UnitType registered in [VehicleTypes]
DamageParticleSystems=MYSPARKSYS,MYSMOKESYS ; ParticleSystemTypes registered in [ParticleSystems]
DamageSmokeOffset=0,0,90 ; sparks and smoke start 90 leptons above the tank

The offset is three lepton distances, X, Y and Z, added to the object’s anchor point when one of its DamageParticleSystems is created. X and Y are map directions, so the offset does not turn with the object’s facing.

Sparks are anchored at the object’s center and smoke at its position. On a vehicle, infantryman or aircraft these are the same point. On a structure the center is the middle of its footprint and the position is its reference cell, so the two anchors differ horizontally but not in height.

A smoke system then moves with a vehicle, infantryman or aircraft, so on those the offset sets where the plume sits on the object. A spark burst stays at the point where it started.