Repository navigation
Smoke Screen
When the BTR takes heavy damage, it can deploy a defensive smoke screen — a dense cloud that envelops the hull, breaks line of sight, and buys it time to survive. Think of it as the tank's panic button.

All settings live in the SmokeScreen block of a preset (field table in Configuration Reference).
"SmokeScreen": {
"Enabled": 1,
"TriggerAtHealth": 0.65,
"RepeatEvery": 0.20,
"MaxDeployments": 3,
"Cooldown": 12.0,
"Duration": 16.0,
"EmitterCount": 5,
"HunkerDown": 1,
"AccuracyWhileSmoked": 0.35
}- The BTR watches its own health. When it drops below
TriggerAtHealth(a fraction,0.65= 65%), it pops a smoke screen. -
RepeatEverylets it pop again at lower thresholds. With0.20and a 65% first trigger, it fires at ~65%, ~45%, ~25%. SetRepeatEvery: 0for a single, one-time screen. - It's limited to
MaxDeploymentstotal (its "smoke grenades"), with at leastCooldownseconds between them. - Each cloud lasts
Durationseconds and is built fromEmitterCountemitters spread along the hull, so it wraps the whole vehicle and follows it.
With the default settings (TriggerAtHealth: 0.65, RepeatEvery: 0.20, MaxDeployments: 3), the thresholds look like this:

flowchart LR
D(["💥 Takes damage"]) --> H{"HP below current<br/>threshold?"}
H -->|No| W(["keep fighting"])
H -->|Yes| CD{"Cooldown over &<br/>deployments left?"}
CD -->|No| W
CD -->|Yes| S(["💨 SMOKE SCREEN"])
S --> HK{"HunkerDown = 1?"}
HK -->|Yes| B["🛑 Brakes + fires blind<br/>(AccuracyWhileSmoked)"]
HK -->|No| K["keeps maneuvering"]
B --> N["next threshold −RepeatEvery"]
K --> N
style S fill:#5a5a6e,color:#fff
style D fill:#8b1a1a,color:#fff
While smoked, if HunkerDown is on, the BTR brakes and fires blind at reduced accuracy (AccuracyWhileSmoked) — it can't see through its own smoke any better than you can. This turns the smoke into a genuine defensive lull rather than a free kill window.
| Want… | Do this |
|---|---|
| A single desperate screen near death |
TriggerAtHealth: 0.4, RepeatEvery: 0, MaxDeployments: 1
|
| Frequent, aggressive smoking | Raise MaxDeployments, lower Cooldown and RepeatEvery
|
| Denser cloud (at some FPS cost) | Raise EmitterCount
|
| It to keep fighting accurately in smoke | Raise AccuracyWhileSmoked, or set HunkerDown: 0
|
| Off entirely | Enabled: 0 |
💡 Example — one panic screen at 50%
"SmokeScreen": {
"Enabled": 1,
"TriggerAtHealth": 0.5,
"RepeatEvery": 0,
"MaxDeployments": 1,
"Duration": 16.0
}The smoke is a custom particle spread across several emitters. EmitterCount: 5 is a good balance of density vs. frame cost. If you run many BTRs at once and notice a dip during firefights, lower EmitterCount or Duration.
Note
Fully hiding the hull silhouette isn't practical without a heavy FPS hit (soft particle billboards + overdraw), so the shipped default aims for a dense, believable screen that still performs. See Performance and Logs.
🏠 Home · ⚙️ Configuration · 🧩 Recipes · 📖 Class Names · ❓ FAQ · 💬 Discord
🛡️ BS Patrol Tank — © 2026 cjcarw · Repacking prohibited
🚀 Getting Started
⚙️ Configuration
⚔️ Combat & Systems
📖 Reference
🧰 Help & More