Skip to content

Sparky

Buildings knocked down a damage level burn with the fire set, and terrain objects struck catch fire.

Specification
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.

RollResult
1 to 5The first entry of the fire set, looping one to three times
6 to 8The second entry, looping one to three times
9The third entry, once
Anything elseNo 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.

rules.ini
[MyShellWH] ; example WarheadType
Sparky=yes

The 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.

See alsoOnFire, SmallFire, Wood, Fire