Sparky
Buildings knocked down a damage level burn with the fire set, and terrain objects struck catch fire.
- Applies to
- WarheadType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
A hit that moves a building down a damage level runs over every cell of its footprint and gives each one a chance of a flame animation attached to the building. The roll is made against a range that widens with the footprint — five plus the building’s width plus its height — while the results that produce a flame stay fixed, so a structure whose width and height sum to more than four shows fewer flames per cell than a smaller one.
| Roll | Result |
|---|---|
1 to 5 | The first entry of the fire set, looping one to three times |
6 to 8 | The second entry, looping one to three times |
9 | The third entry, once |
| Anything else | No flame in that cell |
The range runs from 0 up to that figure, so the third entry is only ever drawn by a building whose width and height sum to four or more; a one-by-one structure never reaches it.
[MyShellWH] ; example WarheadTypeSparky=yesThe setting replaces the ordinary smoke rather than adding to it. A warhead that leaves it at no instead gives each cell an even chance of the single small-fire animation, and withholds even that when the damage came from an engineer.
Terrain objects are the second effect: one that takes damage above zero and is not already alight catches fire. That path needs Wood=yes on the warhead, which is what allows it to damage a terrain object at all, and an Immune=no terrain type; a warhead without Wood=yes never sets a tree alight however much damage it carries.