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LightSize

How strong a light a particle system casts.

Specification
Applies to
ParticleSystemType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

Sets how large and bright a system’s glow is. 0 or below casts no light.

64 draws the glow at full size and brightness, and lower values shrink and dim it in proportion. 32 gives a glow about half as large and bright, and the stock systems’ 21 and 25 give about a third and two fifths.

The glow is drawn from 64 numbered ramps, each wider and brighter than the one before. On each frame of the light, the game picks a ramp and scales its number by this value divided by 64.

rules.ini
[MyWeldingSys] ; a ParticleSystemType registered in [ParticleSystems]
BehavesLike=Spark
HoldsWhat=MyWeldingSpark ; a ParticleType registered in [Particles]
ParticleCap=25
SparkSpawnFrames=20
LightSize=25
OneFrameLight=true

OneFrameLight chooses which of two lights the system casts at this strength:

  • With OneFrameLight=yes, a system of any behavior draws its glow on every frame it holds a particle, reduced as it empties. That page describes this light.
  • With OneFrameLight=no, only a Spark system casts a light, and only at the highest detail setting. It throws one glow if its first frame throws a burst. The glow lasts ten frames: it brightens over the first three and fades over the remaining seven.