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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.
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
andNaturalParticleLocation
.Conditions:
Example rules.ini code:
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 hiddenNaturalParticleSystem
freeze on their location indefinitely when the building is cloakedNaturalParticleLocation
X and Y coords work, but Z is ignored.NaturalParticleLocation
and where you place the building, the particle system origin may end up detached from the building.Additional Files:
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