from the wiki
Spawner Level Tags
A CEG can contain any number of spawners. The name of the spawners don't really matter, as long as it's not groundflash, which has a special meaning. You can think of each spawner as being one component of the overall explosion.
string class Default: spawner_name
Each spawner has a class that determines what kind of graphical effect it creates. Spring has a number of standard classes that you can choose from. Currently available classes are:
- CExpGenSpawner
- CBitmapMuzzleFlame
- CExploSpikeProjectile
- CHeatCloudProjectile
- CSimpleParticleSystem
- CSpherePartSpawner
- CSimpleGroundFlash
- CStandardGroundFlash
Looking at explosion alias.lua
Code: Select all
generators = {
std = 'CStdExplosionGenerator',
custom = 'CCustomExplosionGenerator',
},
projectiles = {
beamlaser = 'CBeamLaserProjectile',
bitmapmuzzleflame = 'CBitmapMuzzleFlame',
bubble = 'CBubbleProjectile',
delayspawner = 'CExpGenSpawner',
dirt = 'CDirtProjectile',
emg = 'CEmgProjectile',
expl = 'CExplosiveProjectile',
explsphere = 'CSpherePartSpawner',
explspike = 'CExploSpikeProjectile',
fireball = 'CFireBallProjectile',
fire = 'CFireProjectile',
flame = 'CFlameProjectile',
flare = 'CFlareProjectile',
geosquare = 'CGeoSquareProjectile',
gfx = 'CGfxProjectile',
heatcloud = 'CHeatCloudProjectile',
lighting = 'CLightingProjectile',
missile = 'CMissileProjectile',
muzzleflame = 'CMuzzleFlame',
piece = 'CPieceProjectile',
shieldpart = 'CShieldPartProjectile',
simplegroundflash = 'CSimpleGroundFlash',
simpleparticlespawner = 'CSphereParticleSpawner',
simpleparticlesystem = 'CSimpleParticleSystem',
smoke = 'CSmokeProjectile',
smoke2 = 'CSmokeProjectile2',
smoketrail = 'CSmokeTrailProjectile',
spherepart = 'CSpherePartProjectile',
starburst = 'CStarburstProjectile',
torpedo = 'CTorpedoProjectile',
tracer = 'CTracerProjectile',
wake = 'CWakeProjectile',
},
Flozi, do you have any thoughts?