Emiter scripts
From Spring
Jump to navigationJump to searchEmiter Scripts Exemples:
make at an (empty) piece a cosmetic or physical effect
EmitSfx(left_wheel,258)
EmitSfx(piecename,number)
number=
- 1 = flame(not sure)
- 2 = wave underwater
- 3 = wave underwater
- 4 = wave underwater
- 5 = wave underwater
- 257 = smoke
- 258 = smoke
- 259 = bubles underwater
- 1024 = emit a Ceg defined in a file (see CeG wiki)
- 2048 = shoot the weapon1 in the direction of the piece (add +1 for weapon2 +2 for weapon3 etc)
- 4096 = detonate the weapon1 at the piece location (often use noselfdamage=true in weapondef),add +1 for weapon2 ,+2 for weapon3 ,etc
make a piece explode or ejected randomly
Explode(piecename,30)
Explode(piecename,1)
the bitwise contain mostly 2 usual alternative :
- make your piece explod in faces
- or
- make your piece ejectected with flame smoke rebound on ground and make 20 damage at hit location
- each of this conbination can be selected using exponant of ^2
(not sure if 1 and > are compatible)
[the piece still exist and must be hidded when not placed at the die of the unit]
(piecename,bitwise)
::bitwise =
- 1 = faces fly fall
- 2 = piece fly rebound explod
- 4 = fly rebound
- 8 = fly insmoke
- 16 = fly infire
- 30 = is evry thing smoke fire rebound explod
- note:
the number can be replaced by spring names
Explode
- SFX.SHATTER
- SFX.EXPLODE
- SFX.EXPLODE_ON_HIT
- SFX.FALL
- SFX.SMOKE
- SFX.FIRE
- SFX.NONE
- SFX.NO_CEG_TRAIL
- SFX.NO_HEATCLOUD
- EmitSfx
- SFX.VTOL
- SFX.WAKE
- SFX.REVERSE_WAKE
- SFX.WHITE_SMOKE
- SFX.BLACK_SMOKE
- SFX.BUBBLE
- SFX.CEG
- SFX.FIRE_WEAPON
- SFX.DETONATE_WEAPON