I've been going through the TPT code and have a pretty decent understanding of it, but the one thing I can't wrap my head around is the need for falldown values. I imagine there was some past need for them, but I honestly can't figure it out. Furthermore, they don't seem to do anything useful other than cause the occasional headache and exploit -- I've got a branch on my fork of TPT on GitHub that entirely removes falldown values by switching them out for the already-existing .State property (I did this on a whim as an experiment after seeing a developer comment about planning to remove them sometime) and... no change in particle behavior. Everything works just perfectly, identical to before. So what gives? Why are there falldown values?
Probably for the old TPT versions that actually needed it, so when new movement code (probably the STATE property) was added there was no use for it, but instead of deleting it it would just be easier to leave it.
@Lord_Bowserinator (View Post)
Yeah, it is the state property. The state property seems to control far more particle behavior now than just falldown. Falldown was only involved in a few key areas, notably GEL, collisions for STKM, and stuff with walls, as I remember it. There's some stuff about pressure that falldown is used for (I think), but nothing that state couldn't replace.
isn't it used on water equalisation?