CEG-Classes: Difference between revisions

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New page: == Common Properties == All classes have the following properties, although not all of them use them: *pos (float3): The initial position of the spawner. *useAirLos (bool): Whether the sp...
 
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== CExpGenSpawner ==
== CExpGenSpawner ==
This is the closest thing CEG has to a function call. Instead of creating a graphical effect on its own, it creates another ceg.
Properties:
*delay (int): How long to wait before spawning the CEG.
*dir (float3): The CEG will be called with this direction.
*damage (float): The CEG will be called with this damage. The CEG doesn't actually deal any damage, but you can use this as a parameter and read it using the 'd' operator.
*explosionGenerator (string): The name of the CEG you want to spawn.
Suggested Use:
*If you use a spawner a lot of times, you may want to make it a separate CEG to avoid having to copy-paste many times.
*This is the only way to truly delay a graphical effect.
*The spawned CEG still checks conditions, so if you want to, say, spawn an effect only if it is in water ''and'' doesn't hit a unit, you can give the CExpGenSpawner <code>nounit = 1;</code> and the spawned <code>CEG water = 1;</code>.
*This allows you to give a set of spawners the same (and possibly random) direction.

Revision as of 09:23, 30 December 2008

Common Properties

All classes have the following properties, although not all of them use them:

  • pos (float3): The initial position of the spawner.
  • useAirLos (bool): Whether the spawner uses air LoS to determine if it is visible. This may allow the spawner to be seen from a further distance than normal.
  • alwaysVisible (bool): If true, the spawner is always visible, ignoring LoS.
  • speed (float3): The initial speed of the spawner.

CExpGenSpawner

This is the closest thing CEG has to a function call. Instead of creating a graphical effect on its own, it creates another ceg.

Properties:

  • delay (int): How long to wait before spawning the CEG.
  • dir (float3): The CEG will be called with this direction.
  • damage (float): The CEG will be called with this damage. The CEG doesn't actually deal any damage, but you can use this as a parameter and read it using the 'd' operator.
  • explosionGenerator (string): The name of the CEG you want to spawn.

Suggested Use:

  • If you use a spawner a lot of times, you may want to make it a separate CEG to avoid having to copy-paste many times.
  • This is the only way to truly delay a graphical effect.
  • The spawned CEG still checks conditions, so if you want to, say, spawn an effect only if it is in water and doesn't hit a unit, you can give the CExpGenSpawner nounit = 1; and the spawned CEG water = 1;.
  • This allows you to give a set of spawners the same (and possibly random) direction.