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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 02-28-2005, 04:36 AM   #1 (permalink)
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Default sparks

is then any way to guarantee a spark when units r damaged.

i know damageparticlesystems will only accept one value in RA2 in order to maximise performance i believe.

i will have a guess that robot tank offline sparks are hardcoded or something.
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Old 02-28-2005, 11:33 AM   #2 (permalink)
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DamageParticleSystems works wired
the units have 2 values by default
(DamageParticleSystems=SparkSys,SmallGreySSys)
but in this case it always load "SmallGreySSys"
if you set just one value (DamageParticleSystems=SmallGreySSys)it will work as well
but if you set "DamageParticleSystems=SparkSys" you get no sparks at all

when you try to set more than one value and not to include "SparkSys" (DamageParticleSystems=BigGreySmokeSys,SmallGreySS ys), sparks got choicen randomly (sometimes first value, sometimes second, sometimes NOTHING ! )

even if you include "SparkSys" but set more than two values (DamageParticleSystems=SparkSys,SmallGreySSys,BigG reySmokeSys)
it will work randomly, but at least it will always appear(not sure, tested just few times)
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Old 03-01-2005, 06:02 AM   #3 (permalink)
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that doesn't answer my query but thanks for trying ....
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Old 03-01-2005, 08:06 AM   #4 (permalink)
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Well, I've never played in-depth with the sparks, so I don't know if that's possible (doubt, it though), but I guess you could make a spark-animation and attach it as a smoke system (since smoke systems work). Just make sure the particle dissolves before a second instance is spawned, i.e. set the lifetimes etc. so that the spark doesn't double.
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Old 03-01-2005, 11:11 AM   #5 (permalink)
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yeah i was thinking along those lines of WH spawning sparks when impact units.

it would be a nice effect for electric weapons instead of just being a effect tied with the firing anim of [RepairBullet]
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