Is it possible to create an explosion through scripts?
Like an explosion whenever a unit gets created.
Explosion by script
Moderator: Moderators
Yes, you should read the dev or feature thread more often... :)
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7041
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7041
4096 = weapon1, 4097 = weapon2, ...etcetera...emit-sfx 4096+WeaponOnUnit-1 from piece;
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- Posts: 501
- Joined: 18 May 2006, 21:19
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I am a newbie at modding, you now...
Up until recently, i didn't even bothered monitoring most of the mod-specific stuff in the forums (well, most of the whole forums, actually) so most of the information covered before that time that is not easily available, i won't know about it. Addind up all the time spent lurking around the forums, it is quite surprising how much gets wasted in one single weak.
Anyway, thanks and sorry for beeing posting around newbish questions.
Up until recently, i didn't even bothered monitoring most of the mod-specific stuff in the forums (well, most of the whole forums, actually) so most of the information covered before that time that is not easily available, i won't know about it. Addind up all the time spent lurking around the forums, it is quite surprising how much gets wasted in one single weak.
Anyway, thanks and sorry for beeing posting around newbish questions.
The difference is that 1024 does not use weapons. It uses the entries from [SFXTypes] in [UNITINFO]... 1024+0 = explosiongenerator0, etc.KDR_11k wrote:1024 spawns the explosion generator effect, 2048 spawns the weapon's projectile and 4096 spawns the explosion of the weapon (difference to 1024 is that this does damage).
Code: Select all
[UNITINFO]
{
<random gibberish>
[SFXTypes]
{
explosiongenerator0=custom:SMALL_MUZZLE_FLASH_FX;
explosiongenerator1=custom:LARGE_MUZZLE_FLASH_FX;
}
}