CEG:Defs: Difference between revisions
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* {{sourcelink|file=rts/Sim/Projectiles/}} | * {{sourcelink|file=rts/Sim/Projectiles/}} | ||
* {{sourcelink|file=rts/Sim/Projectiles/Unsynced/}} | * {{sourcelink|file=rts/Sim/Projectiles/Unsynced/}} | ||
== CEG Textures == | |||
* Textures on CEG definitions are referenced by name. | |||
* The list of available textures and their names should be in [[resources.lua]] | |||
* Texture definitions to be used in projectile classes should be placed within the "projectiletextures" category and textures to be used with [[#CSimpleGroundFlash]] class should be placed within the "groundfx" category. | |||
* Texture images are usually placed in the "bitmaps" subfolder. | |||
== Common Properties == | == Common Properties == | ||
| Line 37: | Line 45: | ||
|description = The initial speed of the spawner. | |description = The initial speed of the spawner. | ||
}} | }} | ||
== CExpGenSpawner == | == CExpGenSpawner == | ||
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|description = The name of the CEG you want to spawn. | |description = The name of the CEG you want to spawn. | ||
}} | }} | ||
| Line 79: | Line 87: | ||
This creates three rectangular textures at right angles to each other. The {{taglink|frontTexture}} has {{taglink|dir}} as its normal. | This creates three rectangular textures at right angles to each other. The {{taglink|frontTexture}} has {{taglink|dir}} as its normal. | ||
=== Suggested Use | === Suggested Use === | ||
*Muzzle flames, obviously. | *Muzzle flames, obviously. | ||
*You can use an upward-pointing CBitmapMuzzleFlame as a simple splash of water or dirt. | *You can use an upward-pointing CBitmapMuzzleFlame as a simple splash of water or dirt. | ||
| Line 85: | Line 93: | ||
*This is the only class that both obeys perspective and allows for a custom texture. | *This is the only class that both obeys perspective and allows for a custom texture. | ||
=== Properties | === Properties === | ||
{{tag | {{tag | ||
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|description = Where the frontTexture is along the length of the muzzle flame. <code>0</code> means it is in the back, <code>1</code> is in the front. | |description = Where the frontTexture is along the length of the muzzle flame. <code>0</code> means it is in the back, <code>1</code> is in the front. | ||
}} | }} | ||
== CExploSpikeProjectile == | == CExploSpikeProjectile == | ||
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|description = The color of the spike. | |description = The color of the spike. | ||
}} | }} | ||
== CHeatCloudProjectile == | == CHeatCloudProjectile == | ||
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== CSimpleParticleSystem == | == CSimpleParticleSystem == | ||
Creates a sprite that can undergo complex motion. Probably the most versatile class. | Creates a sprite that can undergo complex motion. Probably the most versatile class. | ||
=== Suggested Use === | |||
* Anything moving that is not doing so at constant velocity. | |||
* If you want something that expands (or shrinks) to some size then stops, set {{taglink|sizeMod}} to something less than <code>1</code>, and {{taglink|sizeGrowth}} to something positive. The particle will grow to a size equal to <code>sizeGrowth / (1 - sizeMod)</code> and stop. The smaller {{taglink|sizeMod}} is, the faster it will reach this size. | |||
=== Properties === | |||
==== Initial Velocity Properties ==== | |||
{{tag | |||
|name = emitVector | |||
|type = float[3] | |||
|description = The initial direction vector in which the particle is emitted. When spawning CEGs via EmitSfx you can make the particles go into the direction of the emiting piece with {{taglink|emitvector|dir}}. This is useful for e.g. fire coming out of a gun barrel. | |||
}} | |||
{{tag | |||
|name = emitRot | |||
|type = float | |||
|description = At what angle to emit the particle relative to {{taglink|emitVector}}. <code>0</code> means that the particle will be emitted in {{taglink|emitVector}}'s direction; <code>180</code> will emit the particle in the opposite direction. <code>90</code> will emit the particle in a random direction perpendicular to {{taglink|emitVector}}, which is good for creating rings. | |||
}} | |||
{{tag | |||
|name = emitRotSpread | |||
|type = float | |||
|description = For each particle, a random number between <code>0</code> and {{taglink|emitRotSpread}} is added to the {{taglink|emitRot}}. | |||
}} | |||
{{tag | |||
|name = emitMul | |||
|type = float[3] | |||
|description = Scales the initial particle velocity; for this property, +y is considered to be in the direction of {{taglink|emitVector}}. Good if you want to create an egg-shaped explosion. | |||
}} | |||
{{tag | |||
|name = particleSpeed | |||
|type = float | |||
|description = The particle's initial speed. | |||
}} | |||
{{tag | |||
|name = particleSpeedSpread | |||
|type = float | |||
|description = For each particle, a random number between <code>0</code> and {{taglink|particleSpeedSpread}} is added to the {{taglink|particleSpeed}}. | |||
}} | |||
==== Movement Properties ==== | |||
{{tag | |||
|name = gravity | |||
|type = float[3] | |||
|description = This will be added to the particle's velocity every frame. | |||
}} | |||
{{tag | |||
|name = airdrag | |||
|type = float | |||
|description = The particle's velocity is multiplied by this every frame. | |||
}} | |||
==== Size Properties ==== | |||
{{tag | |||
|name = particleSize | |||
|type = float | |||
|description = The initial size of the particle. | |||
}} | |||
=== | {{tag | ||
|name = particleSizeSpread | |||
|type = float | |||
|description = For each particle, a random number between <code>0</code> and {{taglink|particleSizeSpread}} is added to the {{taglink|particleSize}}. | |||
<code> | }} | ||
{{tag | |||
|name = sizeGrowth | |||
|type = float | |||
|description = How much the particle grows each frame. | |||
}} | |||
{{tag | |||
|name = sizeMod | |||
|type = float | |||
|description = The size of the particle is multiplied by this each frame. | |||
}} | |||
==== Visual Properties ==== | |||
{{tag | |||
|name = directional | |||
|type = bool | |||
|description = If true, the particle will point in the direction it is moving. | |||
}} | |||
{{tag | |||
|name = texture | |||
|type = string | |||
|description = The texture to use for the particle. | |||
}} | |||
=== | {{tag | ||
|name = colorMap | |||
|type = string | |||
|description = See [[CColorMap]]. | |||
}} | |||
=== | ==== Life Properties ==== | ||
=== | {{tag | ||
|name = numParticles | |||
|type = int | |||
|description = How many particles to create. This is not the same as <code>count</code>; if you spawn multiple particles using <code>count</code>, any [[CEG-Operators]] will be re-evaluated for each particle, whereas if you use {{taglink|numParticles}} they will not be. However, the spread properties are evaluated separately for each particle regardless of which one you use. | |||
}} | |||
=== | {{tag | ||
|name = particleLife | |||
|type = float | |||
|description = How long each particle lasts. | |||
}} | |||
{{tag | |||
|name = particleLifeSpread | |||
|type = float | |||
|description = For each particle, a random number between <code>0</code> and {{taglink|particleLifeSpread}} is added to the {{taglink|particleLife}}. | |||
}} | |||
== CSpherePartSpawner == | == CSpherePartSpawner == | ||
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|description = The color of the sphere. | |description = The color of the sphere. | ||
}} | }} | ||
== CSimpleGroundFlash == | == CSimpleGroundFlash == | ||
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|description = See [[CColorMap]]. | |description = See [[CColorMap]]. | ||
}} | }} | ||
[[Category:CEG]] | [[Category:CEG]] | ||
Revision as of 22:34, 8 August 2014
CEG Classes
Source
The engine source code which loads the tags from these files is viewable here:
CEG Textures
- Textures on CEG definitions are referenced by name.
- The list of available textures and their names should be in resources.lua
- Texture definitions to be used in projectile classes should be placed within the "projectiletextures" category and textures to be used with #CSimpleGroundFlash class should be placed within the "groundfx" category.
- Texture images are usually placed in the "bitmaps" subfolder.
Common Properties
All classes have the following properties, although not all of them use them:
bool alwaysVisible default: false
- If true, the spawner is always visible, ignoring LoS.
bool useAirLos default: false
- 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.
float[3] pos default: {0.0, 0.0, 0.0}
- The initial position of the spawner.
float[3] speed default: {0.0, 0.0, 0.0}
- 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.
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 spawnedCEG water = 1;. - This allows you to give a set of spawners the same (and possibly random) direction.
- You can animate an explosion flip-book style using delays and several bitmaps.
Properties
int delay default: ?
- How long to wait (in frames?) before spawning the CEG.
float[3] dir default: ?
- The CEG will be called with this direction vector.
float damage default: ?
- 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.
string explosionGenerator default: ?
- The name of the CEG you want to spawn.
CBitmapMuzzleFlame
This creates three rectangular textures at right angles to each other. The frontTexture has dir as its normal.
Suggested Use
- Muzzle flames, obviously.
- You can use an upward-pointing CBitmapMuzzleFlame as a simple splash of water or dirt.
- Railgun trails.
- This is the only class that both obeys perspective and allows for a custom texture.
Properties
string sideTexture default: ""
- Texture as viewed from the side.
string frontTexture default: ""
- Texture as viewed from the front.
float[3] dir default: {0.0, 0.0, 1.0}
- The direction vector of the muzzle flame.
string colorMap default: ""
- See CColorMap.
float size default: ???
- The initial width of the muzzle flame.
float length default: ???
- The initial length of the muzzle flame.
float sizeGrowth default: ???
- By the end of its life, the muzzle flame grows to
1 + sizeGrowthtimes its initial size and length. The flame grows quickly at first and more slowly toward the end.
int ttl default: ???
- How long the muzzle flame lasts.
float frontOffset default: ???
- Where the frontTexture is along the length of the muzzle flame.
0means it is in the back,1is in the front.
CExploSpikeProjectile
This creates a glowy spike. Note that the spike is two sided, i.e., symmetric about the position of the spawner.
Suggested Use
- Anything glowy.
- For large, slow missiles, you can try using this as an extended engine flame. Set the width to something fairly large.
- Long and thin spikes will look spiky; meanwhile, shorter and wider spikes look more blobby.
- The colors of spikes add together, so if you have several spikes and all three color channels are non-zero, it will be white in the center.
- The length growth of the spike depends on the norm of the dir vector. The spike does not grow in width.
Properties
float length default: ?
- The initial length of (half) of the spike (multiplied by dir).
float width default: ?
- Half the initial width of of the spike. This is an absolute value.
float alpha default: ?
- The starting alpha of the spike.
float alphaDecay default: ?
- How quickly the alpha of the spike decreases.
float[3] dir default: ?
- The direction of the spike. Not normalized.
float[3] color default: ?
- The color of the spike.
CHeatCloudProjectile
Creates an expanding sprite. Simple but effective.
Suggested Use
- As the main background to an explosion.
Properties
float heat default: ?
- FIXME:
float maxheat default: ?
- FIXME:
float heatFalloff default: ?
- This is really confusing way of representing alpha and alphaDecay. Basically
alpha = heat/maxheat, andalphaDecay = heatFalloff/maxHeat.
float size default: ?
- The initial radius of the heatcloud.
float sizeGrowth default: ?
- The heatcloud grows by this amount every frame.
float sizeMod default: ?
- The size of the heatcloud is multiplied by
1 - sizeMod.
float sizeModMod default: ?
- Each frame, sizeMod is multiplied by sizeModMod.
string texture default: ?
- The texture used for the heatcloud.
CSimpleParticleSystem
Creates a sprite that can undergo complex motion. Probably the most versatile class.
Suggested Use
- Anything moving that is not doing so at constant velocity.
- If you want something that expands (or shrinks) to some size then stops, set sizeMod to something less than
1, and sizeGrowth to something positive. The particle will grow to a size equal tosizeGrowth / (1 - sizeMod)and stop. The smaller sizeMod is, the faster it will reach this size.
Properties
Initial Velocity Properties
float[3] emitVector default: ?
- The initial direction vector in which the particle is emitted. When spawning CEGs via EmitSfx you can make the particles go into the direction of the emiting piece with emitvector = dir. This is useful for e.g. fire coming out of a gun barrel.
float emitRot default: ?
- At what angle to emit the particle relative to emitVector.
0means that the particle will be emitted in emitVector's direction;180will emit the particle in the opposite direction.90will emit the particle in a random direction perpendicular to emitVector, which is good for creating rings.
float emitRotSpread default: ?
- For each particle, a random number between
0and emitRotSpread is added to the emitRot.
float[3] emitMul default: ?
- Scales the initial particle velocity; for this property, +y is considered to be in the direction of emitVector. Good if you want to create an egg-shaped explosion.
float particleSpeed default: ?
- The particle's initial speed.
float particleSpeedSpread default: ?
- For each particle, a random number between
0and particleSpeedSpread is added to the particleSpeed.
Movement Properties
float[3] gravity default: ?
- This will be added to the particle's velocity every frame.
float airdrag default: ?
- The particle's velocity is multiplied by this every frame.
Size Properties
float particleSize default: ?
- The initial size of the particle.
float particleSizeSpread default: ?
- For each particle, a random number between
0and particleSizeSpread is added to the particleSize.
float sizeGrowth default: ?
- How much the particle grows each frame.
float sizeMod default: ?
- The size of the particle is multiplied by this each frame.
Visual Properties
bool directional default: ?
- If true, the particle will point in the direction it is moving.
string texture default: ?
- The texture to use for the particle.
string colorMap default: ?
- See CColorMap.
Life Properties
int numParticles default: ?
- How many particles to create. This is not the same as
count; if you spawn multiple particles usingcount, any CEG-Operators will be re-evaluated for each particle, whereas if you use numParticles they will not be. However, the spread properties are evaluated separately for each particle regardless of which one you use.
float particleLife default: ?
- How long each particle lasts.
float particleLifeSpread default: ?
- For each particle, a random number between
0and particleLifeSpread is added to the particleLife.
CSpherePartSpawner
Draws an expanding sphere.
Suggested Use
- Looks like a shockwave.
Properties
float alpha default: ?
- The alpha of the sphere.
int ttl default: ?
- Time to live, in frames(?).
float expansionSpeed default: ?
- How quickly the sphere expands.
float[3] color default: ?
- The color of the sphere.
CSimpleGroundFlash
Draws an expanding ground texture.
Suggested Use
- A short groundflash (~8 frames) is good for any explosion that gives off light. You can also use a longer groundflash to suggest the ground is glowing from heat.
Properties
float size default: ?
- The radius of the particle.
float sizeGrowth default: ?
- How much the particle grows each frame.
int ttl default: ?
- Time to live, in frames(?).
string texture default: ?
- The texture to use for the particle.
string colorMap default: ?
- See CColorMap.