UseSparkParticles: Difference between revisions
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The firing weapon will be unable to fire again until the particle system has finished and despawned. | The firing weapon will be unable to fire again until the particle system has finished and despawned. | ||
{{Bugs}} | =={{Bugs}}== | ||
When using Burst= weapons along with an offset FireFLH (a twin barrel tank, for example), the particle system will be spawned at the point opposite to the firing weapon's FireFLH | When using Burst= weapons along with an offset FireFLH (a twin barrel tank, for example), the particle system will be spawned at the point opposite to the firing weapon's FireFLH | ||
==See also== | ==See also== | ||
[[IsRailgun]] | [[IsRailgun]] | ||
Latest revision as of 18:02, 2 July 2025
Setting this to "yes" will make the weapon look for and use the particle system listed in AttachedParticleSystem= when firing. The effect is indistinguishable from IsRailgun=true and is not limited to spark particles. The effect of the tag depends on the listed ParticleSystem's BehavesLike= entry; =Spark type entries along with =Smoke types will be drawn at the weapon's PrimaryFireFLH=, =Railgun type entries will be drawn from the firing point to the target, and =FireStream types will likewise be drawn from firer to target. =Gas type is untested.
The firing weapon will be unable to fire again until the particle system has finished and despawned.
Bugs/Side-Effects/Unexpected Limitations
When using Burst= weapons along with an offset FireFLH (a twin barrel tank, for example), the particle system will be spawned at the point opposite to the firing weapon's FireFLH