SmokeThreshold: How much damage is needed to create smoke on a tile.
- type: STR_MA_EXAMPLE_WEAPON requires: - STR_ADVANCED_LASER_WEAPONS size: 0.3 costSell: 61000 weight: 1 bigSprite: 602 floorSprite: 631 handSprite: 2464 bulletSprite: 1 fireSound: 123 hitSound: 0 hitAnimation: 0 power: 10 # Was 75 damageType: 3 damageAlter: ToHealth: 0.1 ToWound: 0.1 RandomWound: false ToStun: 0.0 ToTile: 0.05 SmokeThreshold: 99999 FixRadius: 3 damageBonus: flatHundred: 1.0 accuracyAimed: 84 tuAimed: 44 accuracyMultiplier: firing: 0.0 throwing: 1.0 clipSize: -1 battleType: 1 twoHanded: false invWidth: 1 invHeight: 1 attraction: 9 arcingShot: true confAimed: shots: 1 name: STR_MA_EXAMPLE_SHOT_NAME ammoSlot: 0 arcing: true
Looking on code I see that smoke can be generated when tile part is destroyed too. and it independent from "smokeable" of weapon.