CEG:Main: Difference between revisions

From Spring
Jump to navigationJump to search
Knorke (talk | contribs)
Flozi (talk | contribs)
update and spellings etc
Line 1: Line 1:
'''Source:''' {{sourcelink|file=rts/Sim/Projectiles}}
= CEG Main Page =
 
== Introduction ==
== Introduction ==
CEG stands for Custom Explosion Generator, a scripting language for creating graphical effects. These are most commonly used to draw a graphical effect when a weapon hits a target, but can also be called from COB and Lua .
CEG stands for Custom Explosion Generator, a scripting language for creating graphical effects. These are most commonly used to draw a graphical effect when a weapon hits a target, but can also be called from COB and Lua.


== Files Needed ==
== Files Needed ==
The actual CEGs are defined in .tdf or .lua files in <code>effects/</code> (preffered) or <code>gamedata/explosions/</code> (old standard). You will also need a [[resources.lua]] in <code>gamedata/</code> to define textures, as well as the actual textures in <code>bitmaps/</code>. Finally, you need the weapon, unit, COB, and or Lua files that you are calling the CEGs from.
The actual CEGs are defined in .tdf or .lua files in <code>effects/</code> (preferred) or <code>gamedata/explosions/</code> (old standard). You will also need a [[resources.lua]] in <code>gamedata/</code> to define textures, as well as the actual textures in <code>bitmaps/</code>. Finally, you need the weapon, unit, COB, and or Lua files that you are calling the CEGs from.


== What Can Call a CEG? ==
== What Can Call a CEG? ==
*A weapon, through cegtag, explosiongenerator, bounceexplosiongenerator.
* A weapon, through {{xtaglink|Gamedev:WeaponDefs|cegTag}}, {{xtaglink|Gamedev:WeaponDefs|explosionGenerator}} and {{xtaglink|Gamedev:WeaponDefs|bounceExplosionGenerator}}
*A COB script, though emit-sfx 1024 + X.
* A COB script, through <code>emit-sfx 1024 + X</code>
*A Lua script, through Spring.SpawnCEG.
* A Lua Unit Script (LUS) through [[Animation-LuaCallouts#Effects|Spring.UnitScript.EmitSfx]]
*A piece of a unit exploded via script can have a CEG attached to it
* A synced Lua gadget, through [[Lua_SyncedCtrl#Other|Spring.SpawnCEG]]
* A piece of a unit exploded via script can have a CEG attached to it, cf. [[Gamedev:UnitDefs#pieceExplosionGenerators]]


==Further information==
==Further information==
For details see:  
For details on CEG definition files and more advanced features see:
*[[CEG:Defs]]
*[[CEG-Calls]]
*[[CEG-Calls]]
*[[CEG-Format]]
*[[CEG-Classes]]
*[[CEG-Operators]]  
*[[CEG-Operators]]  
*[[CEG-Miscellaneous]]  
*[[CEG-Miscellaneous]]  
*[[CEG-OldInfo]] (may not be up to date)


[[Category:CEG]]
[[Category:CEG]]

Revision as of 18:34, 5 October 2014

CEG Main Page

Introduction

CEG stands for Custom Explosion Generator, a scripting language for creating graphical effects. These are most commonly used to draw a graphical effect when a weapon hits a target, but can also be called from COB and Lua.

Files Needed

The actual CEGs are defined in .tdf or .lua files in effects/ (preferred) or gamedata/explosions/ (old standard). You will also need a resources.lua in gamedata/ to define textures, as well as the actual textures in bitmaps/. Finally, you need the weapon, unit, COB, and or Lua files that you are calling the CEGs from.

What Can Call a CEG?

Further information

For details on CEG definition files and more advanced features see: