CEG:Main: Difference between revisions
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→Files Needed: 83.0 - scan in 'effects/' as well as 'gamedata/explosions' for CEG definitions |
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== Files Needed == | == Files Needed == | ||
The actual CEGs are defined in .tdf or .lua files in gamedata/explosions/. You will also need a resources | 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. | ||
== What Can Call a CEG? == | == What Can Call a CEG? == | ||
Revision as of 19:12, 31 March 2012
Source: rts/Sim/Projectiles
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/ (preffered) 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?
- A weapon, through cegtag, explosiongenerator, bounceexplosiongenerator.
- A COB script, though emit-sfx 1024 + X.
- A Lua script, through Spring.SpawnCEG.
Further information
For details see:
- CEG-Calls
- CEG-Format
- CEG-Classes
- CEG-Operators
- CEG-Miscellaneous
- CEG-OldInfo (may not be up to date)