Emiter_scripts - beyond-all-reason/springrts_engine_wiki_mirror GitHub Wiki
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`EmitSfx(left_wheel,258)`
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`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>
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`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]
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`(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
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SFX.SHATTER
SFX.EXPLODE
SFX.EXPLODE_ON_HIT
SFX.FALL
SFX.SMOKE
SFX.FIRE
SFX.NONE
SFX.NO_CEG_TRAIL
SFX.NO_HEATCLOUD
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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