Open
Description
Description:
DamageParticleSystems
defines particle systems that the building type will generate when damaged to 50% health or below.
There's a similar but unused logic in the game where building types would generate a particle system at full health. This is accomplished via the keys NaturalParticleSystem
and NaturalParticleLocation
.
Conditions:
Example rules.ini code:
[GAPOWR]
NaturalParticleSystem=SmallGreySSys
NaturalParticleLocation=-300,-300,-1000
[NAPOWR]
NaturalParticleSystem=SmallGreySSys
NaturalParticleLocation=200,200,300
Expected Behaviour:
Here's my suggestions on how the system should work:
NaturalParticleSystem
allows for 1 or more attached particle systems (or should it then be calledNaturalParticleSystems
?)NaturalParticleSystem
is spawned after the builup animation is completedNaturalParticleSystem
is removed when the building is sold, destroyedNaturalParticleSystem
is hidden when the building is cloakedNaturalParticleLocation
allows for defining the particle system location in the same manner asDamageSmokeOffset
, i.e. X,Y,Z.
Actual Behaviour:
NaturalParticleSystem
allows for only 1 entryNaturalParticleSystem
is spawned as soon as the building is placedNaturalParticleSystem
is never removed or hidden- Particles generated by
NaturalParticleSystem
freeze on their location indefinitely when the building is cloaked NaturalParticleLocation
X and Y coords work, but Z is ignored.- Depending on
NaturalParticleLocation
and where you place the building, the particle system origin may end up detached from the building.
Additional Files:
Metadata
Metadata
Assignees
Type
Projects
Status
In Progress