Emiter_scripts - beyond-all-reason/springrts_engine_wiki_mirror GitHub Wiki

Emiter Scripts Exemples:

make at an (empty) piece a cosmetic or physical effect

  -
    `EmitSfx(left_wheel,258)`
  -
    `EmitSfx(piecename,number)`

number=

  -
    1 = flame(not sure)
    2 = wave underwater
    3 = wave underwater
    4 = wave underwater
    5 = wave underwater
    257 = smoke
    258 = smoke
    259 = bubles underwater
    1024 = emit a Ceg defined in a file (see CeG wiki)
    2048 = shoot the weapon1 in the direction of the piece (add +1
    for weapon2 +2 for weapon3 etc)
    4096 = detonate the weapon1 at the piece location (often use
    noselfdamage=true in weapondef),add +1 for weapon2 ,+2 for
    weapon3 ,etc</big>

make a piece explode or ejected randomly

  -
    `Explode(piecename,30)`
    `Explode(piecename,1)`

''the bitwise contain mostly 2 usual alternative :

  • make your piece explod in faces
  -
    or
  • make your piece ejectected with flame smoke rebound on ground and make 20 damage at hit location
    • each of this conbination can be selected using exponant of ^2''

(not sure if 1 and > are compatible) [the piece still exist and must be hidded when not placed at the die of the unit]

  -

    `(piecename,bitwise)`

''' ::bitwise =

  -
    1 = faces fly fall
    2 = piece fly rebound explod
    4 = fly rebound
    8 = fly insmoke
    16 = fly infire
    30 = is evry thing smoke fire rebound explod</big>'''
  • note:

the number can be replaced by spring names

Explode

  -
    SFX.SHATTER
    SFX.EXPLODE
    SFX.EXPLODE_ON_HIT
    SFX.FALL
    SFX.SMOKE
    SFX.FIRE
    SFX.NONE
    SFX.NO_CEG_TRAIL
    SFX.NO_HEATCLOUD
  -
    EmitSfx
    SFX.VTOL
    SFX.WAKE
    SFX.REVERSE_WAKE
    SFX.WHITE_SMOKE
    SFX.BLACK_SMOKE
    SFX.BUBBLE
    SFX.CEG
    SFX.FIRE_WEAPON
    SFX.DETONATE_WEAPON</big>

Category:Emmanuel

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