CEG-Classes
From Spring
Source: https://spring.clan-sy.com/svn/spring/trunk/rts/Sim/Projectiles/
https://spring.clan-sy.com/svn/spring/trunk/rts/Sim/Projectiles/Unsynced/
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 spawnedCEG water = 1;. - This allows you to give a set of spawners the same (and possibly random) direction.
CBitmapMuzzleFlame
This creates three rectangular textures at right angles to each other. The frontTexture has dir as its normal.
Properties:
- sideTexture (string)
- frontTexture (string)
- dir (float3)
- colorMap (string)
- size (float)
- length (float)
- sizeGrowth (float)
- ttl (int)
- frontOffset (float)
Suggested Use:
- Muzzle flames, obviously.
- You can use an upward-pointing CBitmapMuzzleFlame as a simple splash of water or dirt.
- Railgun trails.
CExploSpikeProjectile
- length (float)
- width (float)
- alpha (float)
- alphaDecay (float)
- lengthGrowth (float)
- dir (float3)
- color (float3)
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.
CHeatCloudProjectile
- heat (float)
- maxheat (float)
- heatFalloff (float)
- size (float)
- sizeGrowth (float)
- sizemod (float)
- sizemodmod (float)
- texture (string)
Suggested Use:
- As the main background to an explosion.
CSimpleParticleSystem
- emitVector (float3)
- emitMul (float3)
- gravity (float3)
- colorMap (string)
- texture (string)
- airdrag (float)
- particleLife (float)
- particleLifeSpread (float)
- numParticles (int)
- particleSpeed (float)
- particleSpeedSpread (float)
- particleSize (float)
- particleSizeSpread (float)
- emitRot (float)
- emitRotSpread (float)
- directional (bool)
- sizeGrowth (float)
- sizeMod (float)
Suggested Use:
- This is probably the most versatile class.
- Anything moving.
CSpherePartSpawner
Draws an expanding sphere.
Properties:
- alpha (float)
- ttl (int)
- expansionSpeed (float)
- color (float3)
Suggested Use:
- Looks like a shockwave.