Re: Can CEGTag be applied to debris?
Posted: 30 Apr 2011, 02:29
in your unitDef add this:
pieceTrailCEGTag = "fire",
Now whenever you Explode a piece, it will use the ceg named fire0
You can also do this in your unitDef:
pieceTrailCEGTag = "fire",
pieceTrailCEGRange = 4,
Now whenever you Explode a piece, it will randomly try to use the ceg named
fire0
fire1
fire2
fire3
Btw I think this system is stupid because now you can not ie use your ceg "smoke" because you have to rename it to "smoke0"
It would be better if this was possible:
pieceTrailCEGTag =
{
[1] = "fire",
[2] = "smoke",
[3] = "sparkle",
}
kill/selfd the "hovereffects" unit in http://code.google.com/p/springtutorialgame to see
pieceTrailCEGTag = "fire",
Now whenever you Explode a piece, it will use the ceg named fire0
You can also do this in your unitDef:
pieceTrailCEGTag = "fire",
pieceTrailCEGRange = 4,
Now whenever you Explode a piece, it will randomly try to use the ceg named
fire0
fire1
fire2
fire3
Btw I think this system is stupid because now you can not ie use your ceg "smoke" because you have to rename it to "smoke0"
It would be better if this was possible:
pieceTrailCEGTag =
{
[1] = "fire",
[2] = "smoke",
[3] = "sparkle",
}
kill/selfd the "hovereffects" unit in http://code.google.com/p/springtutorialgame to see