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UseSparkParticles

Sprays a particle system at the target alongside the shot.

Specification
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

One system of the type named in AttachedParticleSystem= is spawned at the muzzle and aimed at the target as the shot leaves. Unlike a fire weapon, a spark weapon keeps its projectile’s damage: Damage= is delivered on impact as usual and the spray is added on top of it.

rules.ini
[MySparkGun] ; example WeaponType
UseSparkParticles=yes
AttachedParticleSystem=SparkSys ; a ParticleSystemType registered in [ParticleSystems]
ROF=30

A vehicle refuses the shot while it has anywhere to go. An infantry is held only by the ordinary bar on firing while actually in motion, so unlike a UseFireParticles=yes weapon this one may still be fired by a soldier standing still with a destination pending. Neither of the object’s weapons may fire again while the spray is alive, and the reload delay is exactly ROF, with the house’s rate of fire bias, the burst gaps and the random padding all skipped. A structure with more than one round left waits a single frame instead, so only the effect’s own lifetime paces it.

A weapon that also sets UseFireParticles=yes spawns the same particle system type twice over, once into each of the two holds, and must wait for both to burn out.