Emiter scripts

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Emiter 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