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258 lines
8.4 KiB
YAML
258 lines
8.4 KiB
YAML
# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: Fire
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type: class
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memory_category: Instances
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summary: |
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A preconfigured particle emitter with the visual aesthetic of fire.
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description: |
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`Class.Fire` is one of several preconfigured particle-emitting classes,
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alongside `Class.Smoke`, `Class.Sparkles`, and others. Like the others, it
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emits particles when parented to a `Class.BasePart` or an `Class.Attachment`
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while `Class.Fire.Enabled|Enabled`. This object is useful to create a quick
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visual effect for fire, but for more detailed work it's recommended that you
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use a `Class.ParticleEmitter` instead.
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Particles emit from the center of the parent in an upward (**+Y**) direction,
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but a negative `Class.Fire.Heat|Heat` value may be used to emit particles
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downward (**-Y**). Using an `Class.Attachment` as the parent instead of a
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`Class.BasePart` allows for the emission position/direction to be modified by
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changing the `Class.Attachment.CFrame` or related properties.
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`Class.Fire` objects consist of two emitters, each affected in various ways by
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the `Class.Fire.Size|Size`, `Class.Fire.Heat|Heat`, `Class.Fire.Color|Color`,
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and `Class.Fire.SecondaryColor|SecondaryColor` properties. Particles which
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emit from the smaller, secondary emitter have a significantly longer lifetime
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(and rise farther) than those emitted by the primary emitter.
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When `Class.Fire.Enabled|Enabled` is off, existing particles continue to
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render until they expire. However, if the `Class.Fire` object's
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`Class.Instance.Parent|Parent` is set to `nil`, all existing particles
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immediately disappear, similar to the behavior of
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`Class.ParticleEmitter:Clear()`.
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`Class.Fire` objects emit no light on their own. To help create a cohesive
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environment around a burning object, try adding a `Class.PointLight` with an
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orange `Class.Light.Color|Color`.
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code_samples:
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- Lighting-Torches
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inherits:
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- Instance
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descendants: []
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tags: []
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deprecation_message: ''
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properties:
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- name: Fire.Color
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summary: |
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Determines the color of the primary (outer) flame particles.
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description: |
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This property determines the color of the larger particles emitted by a
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`Class.Fire` object. It is essentially the color of the outer portion of
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the flame.
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In general, the cooler flames are on the outside of a fire. Therefore,
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fire looks more realistic if the outer portions are red or orange-yellow.
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A fire that is bright all throughout doesn't look very realistic, so avoid
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setting this property to yellow or white.
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code_samples: []
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type: Color3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: Fire.Enabled
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summary: |
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Determines whether flame particles are emit.
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description: |
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This property, much like `Class.ParticleEmitter.Enabled`, determines
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whether flame particles are emitted. Any particles already emitted will
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continue to render until their lifetime expires.
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Since all fire particles are destroyed when the `Class.Fire` object's
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`Class.Instance.Parent|Parent` is set to `nil`, this property is useful in
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allowing existing particles the opportunity to expire before destroying
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the `Class.Fire` object altogether (see the code example below).
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```
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local Debris = game:GetService("Debris")
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local function douseFlames(fire)
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fire.Enabled = false -- No more new particles
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Debris:AddItem(fire, 2) -- Remove the object after existing particles have expired
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end
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douseFlames(part.Fire)
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```
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: Fire.Heat
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summary: |
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Determines the velocity at which particles are emit.
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description: |
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This property determines how fast particles are emitted from the
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`Class.Fire` object. It is limited to the range of `-25` to `25`
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inclusive. Positive values are in the top (**+Y**) direction of the parent
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`Class.BasePart` or `Class.Attachment`, while negative values are in the
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downward (**-Y**) direction. It also affects the
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`Class.ParticleEmitter.Acceleration` of the inner particles.
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code_samples: []
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type: float
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tags:
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- Basic
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- name: Fire.LocalTransparencyModifier
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summary: |
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A multiplier for the `Class.Fire` object's transparency that is only
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visible to the local client.
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description: |
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This property is a multiplier for the `Class.Fire` object's transparency
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that is only visible to the local client. It does not replicate from
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client to server and is useful for when the object should appear
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differently for a specific client.
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code_samples: []
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type: float
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tags:
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- Hidden
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Basic
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- name: Fire.SecondaryColor
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summary: |
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Determines the color of the of the secondary (inner) flame particles.
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description: |
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This property determines the color of the smaller particles emitted by a
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`Class.Fire` object. It is essentially the color of the inner portion of
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the flame.
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Note that the inner particles use a `Class.ParticleEmitter.LightEmission`
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of `1`, so darker colors will instead cause the particles to appear
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transparent, and black will stop rendering inner particles altogether.
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code_samples: []
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type: Color3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: Fire.Size
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summary: |
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Determines the size of the flame particles.
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description: |
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This property determines the size of the flame particles. It must be in
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the range of `2` to `30`. Unlike `Class.ParticleEmitter.Size`, the actual
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size of the flames will not match 1:1 with the equivalent size in studs;
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it is somewhat smaller.
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If you add a `Class.PointLight` as a sibling to the `Class.Fire` object to
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generate light, try setting the light's
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`Class.PointLight.Brightness|Brightness` and
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`Class.PointLight.Range|Range` proportional to this property so that
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larger flames produce more light.
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code_samples: []
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type: float
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tags:
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- Basic
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- name: Fire.size
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summary: ''
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description: ''
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code_samples: []
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type: float
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tags:
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- NotReplicated
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- Deprecated
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deprecation_message: |
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This property is a deprecated variant of `Class.Fire.Size` which should be
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used instead.
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- Basic
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- name: Fire.TimeScale
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summary: |
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Controls the speed of the particle effect.
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description: |
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A value between `0` and `1` than controls the speed of the particle
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effect. `1` runs at normal speed, `0.5` runs at half speed, and `0`
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freezes time.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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methods: []
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events: []
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callbacks: []
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