
From Nanoblobs:
Weapon tfd
Code: Select all
[ARCHERGUN]
{
explosiongenerator=custom:ARCHER_MISSILE_FX;
}
Now comes all that i don't understand. The custom FX definition:
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[ARCHER_MISSILE_FX]
{
[heatcloud_ARCHER_MISSILE_FX01]
{
class=heatcloud;
[properties]
{
texture=FragmentHeat;
...
pos = 0, 5, 0;
}
air=1;
water=1;
ground=1;
count=5;
}
[heatcloud_ARCHER_MISSILE_FX02]
{
...
}
[heatcloud_ARCHER_MISSILE_FX03]
{
...
}
[heatcloud_ARCHER_MISSILE_FX04]
{
...
}
[smoke]
{
[properties]
{
...
}
...
}
[groundflash]
{
...
}
}
But it has lots of sub-categories, heatcloud_ARCHER_MISSILE_FX01, heatcloud_ARCHER_MISSILE_FX02, ..., smoke, groundflash. Whenever this custom explosion gets activated, is runs all those sub-categories (then why the need for so many?)? Or which? Randomly?
The 4 first categories have "class=heatcloud;" which, from the file of aliases, means it is calling "heatcloud=CHeatCloudProjectile;". Where do i find out what each of the classes does, behaves like, does? (CBeamLaserProjectile, CBubbleProjectile, etc, etc, etc)
Refering to this thread:
Flare effect using emit-sfx
It is refering to these same custom explosions, right? From the scripts, we can call these same custom explosions?
What got added was the ability for the unit to have, in the unit's definition, aliases to bind custom explosions weapon explosions, by number
Code: Select all
[SFXTypes]
{
explosiongenerator0=custom:EXPLOSION1;
explosiongenerator1=custom:EXPLOSION2;
}