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DamageSmokeOffset: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
The offset, in pixels, that smoke is displayed on this object when it is damaged. Expressed in X,Y,Z format with 0,0,0 representing the exact center of the object.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|types={{Categ|TechnoTypes}}
|values=X,Y,Z; {{Values|unsigned integers}}
|default=0,0,0
|ts=yes
|fs=yes
|ra2=yes
|yr=yes
}}
 
Specifies the offset, measured in [[leptons]], for the [[BehavesLike|smoke]] [[DamageParticleSystems|particle system]] that is spawned when an object is damaged. By default this point is the center of the unit, or in case of buildings, the top corner of its foundation.
 
The offset is expressed in X,Y,Z format with increasing X values moving the point to the south-east, Y to the south-west, and Z to both north and a higher render layer.
 
==Notes==
*The smoke particle system is created when the object's health falls below '''50%''' or the {{f|ConditionRed|link}} threshold. Unlike [[DamageParticleSystems|particle systems]] with {{f|BehavesLike|Spark|link}}, the smoke is hardcoded to appear at this threshold and not at {{f|ConditionYellow|link}}.
*Only works on [[DamageParticleSystems|particle systems]] with {{f|BehavesLike|Smoke|link}}.
 
==See Also==
* [[DamageParticleSystems]]
* [[HalfDamageSmokeLocation]]
* [[HalfDamageSmokeLocation1]]
* [[HalfDamageSmokeLocation2]]
* [[NaturalParticleLocation]]

Latest revision as of 21:40, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: DamageSmokeOffset
File(s): rules(md).ini
Values: X,Y,Z; Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Default: 0,0,0
Applicable to: TechnoTypes


Specifies the offset, measured in leptons, for the smoke particle system that is spawned when an object is damaged. By default this point is the center of the unit, or in case of buildings, the top corner of its foundation.

The offset is expressed in X,Y,Z format with increasing X values moving the point to the south-east, Y to the south-west, and Z to both north and a higher render layer.

Notes

See Also