TreeFire
The two flames that burn on a terrain object once it catches.
Specification
- Applies to
- global rules
- File
rules.ini- Section
[AudioVisual]- Value
- typelist
- When omitted
(empty)
[AudioVisual]TreeFire=MYTREEFIRE1,MYTREEFIRE2 ; AnimTypes registered in [Animations]A terrain object that catches fire shows one of the first two entries, picked at random with equal odds. The order carries no meaning: naming a small flame first and a large one second does not make small fires more common. Entries past the second are never used.
A terrain object can catch fire only when all of the following hold, tested in this order:
- It is not crumbling, the animation a destroyed terrain object plays before it disappears.
- It is not already burning.
- Its type has
Armor=wood, which a TerrainType has unless its section sets another armor. - Its type does not set
SpawnsTiberium=yes, so a blossom tree never burns.
Such an object catches fire in two ways:
- A
Sparky=yeswarhead damages it. Only aWood=yeswarhead damages a terrain object, and only when the terrain type setsImmune=no. - A burning neighbor spreads the fire, as
TreeFlammabilitydescribes.
The flame sits 80 leptons above the center of the object.
How long the flame burns depends on its LoopCount. With LoopCount=1 it burns until the terrain object is destroyed. With most other values it plays a fixed number of passes and then ends or moves on to its Next animation.