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
Sparky=yes has two effects. A structure this warhead damages shows flames from the OnFire set when it drops a damage level, and a terrain object it damages catches fire.
[MyShellWH] ; example WarheadTypeSparky=yesA structure drops a damage level when a hit takes it below half strength, or below the ConditionRed fraction. A hit that destroys the structure shows no flames.
When a hit drops the structure a damage level, each cell of its foundation rolls for a flame, and every flame stays attached to the structure. Each cell picks a whole number from 0 up to 5 plus the structure’s width plus its height, in cells:
| Roll | Result |
|---|---|
1 to 5 | The first OnFire entry, 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 flame results stay fixed while the range grows with the foundation, so the chance of a flame per cell depends on the structure’s size. It is 7 in 8 for a one-by-one structure, peaks at 9 in 10 when width plus height is 4, and falls for anything larger, to 3 in 4 for a three-by-three structure. The third entry needs a width plus height of at least 4, so a one-by-one structure never shows it.
Without Sparky, each foundation cell instead has an even chance of the SmallFire animation. It gets none when an engineer caused the damage.
A terrain object hit by this warhead catches fire when all of these hold:
- the warhead is
Wood=yes; without it the warhead cannot damage terrain objects at all; - the terrain type is not
Immune=yes; - the terrain type’s
Armoriswood; - the terrain type is not
SpawnsTiberium=yes; - the hit dealt damage after armor and distance;
- the object is not already burning or crumbling.
Its flames come from TreeFire.