New CEG Operator: OP_RADIUS
Posted: 02 Jan 2009, 02:28
If possible, I (and most likely other people) would like a new CEG operator, OP_RADIUS. This would multiply the operand by the radius of the explosion. Also helpful would be a unit variable cegRadius and a COB constant CEG_RADIUS to get/set it.
As far as I can tell, the relevant files are:
rts\Sim\Projectiles\ExplosionGenerator.h
rts\Sim\Projectiles\ExplosionGenerator.cpp
The code that executes the CEG code.
rts\Sim\Units\Unit.h
rts\Sim\Units\Unit.cpp
To add the cegRadius variable.
rts\Sim\Units\COB\COBInstance.cpp
COB access to cegRadius.
We'd probably have to assign it a strange letter since 'r', 'a', 'd', 'i', and 's' are already taken. Maybe 'u'?
A wind ('w'?) and/or a gravity ('g'?) operator would also be nice, but radius is the most helpful since people generally want their explosions to match the radius of the weapon without having to define a separate explosion for each radius.
I should really figure out how to build Spring >_>... I did rewrite the wiki's CEG documentation at least.
As far as I can tell, the relevant files are:
rts\Sim\Projectiles\ExplosionGenerator.h
rts\Sim\Projectiles\ExplosionGenerator.cpp
The code that executes the CEG code.
rts\Sim\Units\Unit.h
rts\Sim\Units\Unit.cpp
To add the cegRadius variable.
rts\Sim\Units\COB\COBInstance.cpp
COB access to cegRadius.
We'd probably have to assign it a strange letter since 'r', 'a', 'd', 'i', and 's' are already taken. Maybe 'u'?
A wind ('w'?) and/or a gravity ('g'?) operator would also be nice, but radius is the most helpful since people generally want their explosions to match the radius of the weapon without having to define a separate explosion for each radius.
I should really figure out how to build Spring >_>... I did rewrite the wiki's CEG documentation at least.