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.
[MyWeldingSys] ; a ParticleSystemType registered in [ParticleSystems]BehavesLike=SparkHoldsWhat=MyWeldingSpark ; a ParticleType registered in [Particles]ParticleCap=25SparkSpawnFrames=20LightSize=25OneFrameLight=trueOneFrameLight 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 aSparksystem 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.