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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

Each shot spawns one system of the type named in AttachedParticleSystem= at the muzzle, aimed at the target as the shot leaves. The projectile keeps its damage: Damage= is delivered on impact as usual, and the spray adds its own effect on top.

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

A vehicle with a destination refuses to fire the weapon, even before it starts moving. Infantry follow only the limits that apply to every infantry weapon, so a soldier with a destination can still fire this weapon while it is standing still. This differs from a UseFireParticles=yes weapon, which infantry also cannot fire while they have a destination.

While the spray is alive, neither of the object’s weapons can fire, as Firing geometry describes. The next shot waits for the spray to end and for ROF to pass. The weapon’s ROF is used as written, without the house multiplier, burst gaps or random extra frames. A structure that had more than one round of ammunition when it fired waits a single frame instead, so only the spray’s lifetime paces it.

The spray shares its place on the object with the sparks a damaged object gives off from DamageParticleSystems. While those damage sparks are running, the object cannot fire either of its weapons, as Particle systems describes.

A weapon that also sets UseFireParticles=yes spawns two systems of the same type, one as a fire stream and one as a spray. It cannot fire again until both have ended.