HasStartEffect Property

Usage:
   ObjectTemplate.HasStartEffect boolean

Argument values:

argument 1:    0; most commonly 0

Description: By default, this property is (1) true for a Projectile; it is set to 0 (false) when the projectile has no starting muzzle-flash effect. The starting effect used is defined by the parent FireArms object.

For example, for the defgun's muzzle flash, the following is done in the Vehicles/Land/Defgun/Weapons.con file:

 rem *** DefgunGunBarrel ***
 ObjectTemplate.create FireArms DefgunGunBarrel
 ... 
 rem -------------------------------------
 ObjectTemplate.addTemplate e_MuzzDefGun
 ObjectTemplate.setPosition 0/0/9.2
 rem ObjectTemplate.setPosition 0/0/0.5
 ObjectTemplate.setRotation -179.999/0/0

This adds the muzzle flash effect. When the projectile is fired, it triggers the effect in the parent FireArms object in the desired location relative to the barrel of the gun.

Related properties: HasCollisionEffect

Used in object types (and how often in each type): Projectile (13%)

Used in a total of 6 .con files: Objects.con, Weapons.con

Parent directories of these .con files: objects/Stationary_Weapons, objects/HandWeapons

Example: (from objects/HandWeapons/Common/Weapons.con)
   rem *** Invisible knife projectile.
   ObjectTemplate.Create Projectile KnifeProjectile
   ObjectTemplate.Geometry bullet_m1
   ObjectTemplate.TimeToLive CRD_NONE/0.0665/0/0
   rem ObjectTemplate.endEffectTemplate e_RichoSand
   ObjectTemplate.HasCollisionPhysics 1
   ObjectTemplate.GravityModifier 0
   ObjectTemplate.HasStartEffect 0
   ObjectTemplate.HasCollisionEffect 1
   ObjectTemplate.HasOnTimeEffect 0
   ObjectTemplate.InvisibleAtEndEffect 1
   ObjectTemplate.DieAfterColl 1
   ObjectTemplate.StopAtEndEffect 1
   ObjectTemplate.Invisible 1
   ObjectTemplate.Material 210


Go to the ObjectTemplate properties list page, ObjectTemplate page, All Properties list, or Main scripting page.