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[Vanilla Bug] NaturalParticleSystem bugs/limitations #721

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@Crimsonum

Description

@Crimsonum

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 called NaturalParticleSystems?)
  • NaturalParticleSystem is spawned after the builup animation is completed
  • NaturalParticleSystem is removed when the building is sold, destroyed
  • NaturalParticleSystem is hidden when the building is cloaked
  • NaturalParticleLocation allows for defining the particle system location in the same manner as DamageSmokeOffset, i.e. X,Y,Z.

Actual Behaviour:

  • NaturalParticleSystem allows for only 1 entry
  • NaturalParticleSystem is spawned as soon as the building is placed
  • NaturalParticleSystem 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:

GIF 1
GIF 2

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