OneFrameLight
Whether a system's light is redrawn every frame at a brightness that follows how full of particles it is.
- Applies to
- ParticleSystemType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
With OneFrameLight=yes, a system of any behavior draws a glow on every frame it holds at least one particle, at every detail setting. The system also needs a positive LightSize.
The glow’s strength is LightSize scaled by how full the system is: the number of particles it holds divided by ParticleCap. The scale never falls below four tenths and never rises above the whole. The light therefore brightens as the system fills, dims as it empties, and goes out when the last particle expires.
[MyWeldingSys] ; a ParticleSystemType registered in [ParticleSystems]BehavesLike=SparkHoldsWhat=MyWeldingSpark ; a ParticleType registered in [Particles]ParticleCap=25SparkSpawnFrames=20LightSize=25OneFrameLight=trueWith OneFrameLight=no, only a Spark system lights anything: it throws one short glow if its first frame throws a burst, as LightSize describes. Setting the flag replaces that glow, so a spark system has one light or the other, never both. For a smoke plume or a gas cloud, the flag is the only way to cast a light.
A Spark system’s glow flickers while the system is still throwing bursts. On about three frames in five, the glow steps a little larger or smaller, between about three fifths and all of its full size. After the last burst it keeps its last size. A system of any other behavior draws a steady glow at about four fifths of its full size, which changes only with the particle count.