CEG-Classes

From Spring
Revision as of 09:23, 30 December 2008 by Evil4zerggin (talk | contribs)
Jump to navigationJump to search

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.