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OneFrameLight

Whether a system's light is redrawn every frame at a brightness that follows how full of particles it is.

Specification
Applies to
ParticleSystemType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

With the flag set, the system draws its own glow on every frame it holds at least one particle, at LightSize scaled by the particles it holds against ParticleCap — so the light comes up as the system fills and dies away with the last of its sparks. Without it, a Spark system throws one glow at the start that spreads and burns out on its own, and no other behavior lights anything.

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

The two are alternatives rather than additions: setting the flag suppresses the thrown glow entirely, so a spark shower carries one light or the other and never both. The flag is also the one part of the lighting a system of any behavior can use — a smoke plume or a gas cloud that sets it and a LightSize glows, where the same type without it stays dark.

A spark system’s light flickers because the spread it is drawn at steps three either way from frame to frame, on about three frames in five, and is held between 17 and 41. A system of any other behavior holds that spread at a fixed 29, so its light is steady and follows only the particle count.