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SpawnFrames

The interval in game frames between a smoke or fire system's particle spawns.

Specification
Applies to
ParticleSystemType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
1

A system emits on the frames whose number divides by this interval, so a smoke plume set to 10 puts out a particle roughly once every two thirds of a second. Only the Smoke and Fire behaviors reach it; the rest of the behaviors never consult it.

rules.ini
[MySmokeSys] ; a ParticleSystemType registered in [ParticleSystems]
BehavesLike=Smoke
HoldsWhat=MySmokePuff ; a ParticleType registered in [Particles]
SpawnFrames=10
Slowdown=.0025
SpawnCutoff=15.0

A smoke system keeps a working interval of its own that starts here and is stretched by Slowdown every frame, so the setting is only the plume’s opening rate. Two other settings are read against that stretched interval rather than against this one: SpawnCutoff retires the system once the interval passes it, and SpawnTranslucencyCutoff starts thinning the new particles. This figure is also the mark the plume’s slowing is measured from — a new particle is created 0.35 slower for every frame the working interval has grown past it, with a floor of 2, so a plume set to 10 and retired at 15 puts out its last particles 1.75 slower than its first.

A fire system holds the interval fixed at this figure — Slowdown never reaches it — and emits on one further schedule besides: while its firer has a target and its body is still turning, it also emits every third frame, so a stream thickens as the shooter comes around.

A structure that is knocked to half strength stretches its NaturalParticleSystem’s working interval by half again on the spot, so the plume immediately thins and reaches its cutoff sooner than an undamaged one would.