CEG:Main: Difference between revisions
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= 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> ( | 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 | * A weapon, through {{xtaglink|Gamedev:WeaponDefs|cegTag}}, {{xtaglink|Gamedev:WeaponDefs|explosionGenerator}} and {{xtaglink|Gamedev:WeaponDefs|bounceExplosionGenerator}} | ||
*A COB script, | * A COB script, through <code>emit-sfx 1024 + X</code> | ||
*A Lua | * 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-Operators]] | *[[CEG-Operators]] | ||
*[[CEG-Miscellaneous]] | *[[CEG-Miscellaneous]] | ||
[[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?
- A weapon, through cegTag, explosionGenerator and bounceExplosionGenerator
- A COB script, through
emit-sfx 1024 + X - A Lua Unit Script (LUS) through Spring.UnitScript.EmitSfx
- A synced Lua gadget, through Spring.SpawnCEG
- A piece of a unit exploded via script can have a CEG attached to it, cf. Gamedev:UnitDefs#pieceExplosionGenerators
Further information
For details on CEG definition files and more advanced features see: