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	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=Animation-CobConstants</id>
	<title>Animation-CobConstants - Revision history</title>
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	<updated>2026-04-21T05:32:57Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://www.fightorder.net/wiki/index.php?title=Animation-CobConstants&amp;diff=2409&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
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		<updated>2026-03-04T00:08:27Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:08, 3 March 2026&lt;/td&gt;
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		<author><name>Qrow</name></author>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Animation-CobConstants&amp;diff=2408&amp;oldid=prev</id>
		<title>interanimation&gt;Hokomoko: /* Custom Variables */</title>
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		<updated>2016-05-31T11:40:23Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Custom Variables&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Source==&lt;br /&gt;
&lt;br /&gt;
This has a list of all COB SET/GET constants: {{sourcelink|file=rts/Sim/Units/Scripts/CobDefines.h}}&lt;br /&gt;
&lt;br /&gt;
You&amp;#039;ll want to include a file with these constants in your script.&lt;br /&gt;
&lt;br /&gt;
==SET/GET==&lt;br /&gt;
&lt;br /&gt;
===Use===&lt;br /&gt;
Use GET [tag] to get a value. Some GETs refer to functions; in this case, use GET [tag](arg1, arg2, arg3, arg4).&lt;br /&gt;
Use SET [tag] to [value] to change a value.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
There&amp;#039;s a lot of GET/SET tags; I&amp;#039;ll cover some of the more useful but less intuitive ones.&lt;br /&gt;
&lt;br /&gt;
*ACTIVATION: Whether the unit is on (true) or off (false).&lt;br /&gt;
*ARMORED: When true, any damage dealt to the unit will be multiplied by its damageModifier.&lt;br /&gt;
*PRINT: You can use GET PRINT to send up to 4 arguments to chat. Useful for debugging. Example: 	&amp;#039;&amp;#039;&amp;#039;get PRINT(1, 5,9,10);&amp;#039;&amp;#039;&amp;#039; statement will print the following into infolog: &amp;#039;&amp;#039;&amp;#039;Value 1: 1, 2: 5, 3: 9, 4: 10&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*VETERAN_LEVEL: The unit&amp;#039;s experience times 100. Note that you can SET this via script, although the unit won&amp;#039;t gain any extra health from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Custom Variables ===&lt;br /&gt;
{{removed|101.0}}&lt;br /&gt;
&lt;br /&gt;
Higher GET/SET numbers are reserved for custom variables. These are very useful for Lua integration. Setting these variables is much (perhaps 100x) faster than calling functions across Lua and COB; the disadvantages are the limited number of variables and the fact that the other side is not immediately notified of a change in the variable.&lt;br /&gt;
&lt;br /&gt;
*Unit variables: The 8 numbers starting at 1024 correspond to per-unit variables. To get at these from Lua, use Spring.[Get|Set]COBUnitVar.&lt;br /&gt;
*Team variables: The 64 numbers starting at 2048 correspond to per-team variables. To get at these from Lua, use Spring.[Get|Set]COBTeamVar.&lt;br /&gt;
*Ally variables: The 64 numbers starting at 3072 correspond to per-team variables. To get at these from Lua, use Spring.[Get|Set]COBAllyTeamVar.&lt;br /&gt;
*Global variables: The 4096 numbers starting at 4096 correspond to global variables. To get at these from Lua, use Spring.[Get|Set]COBGlobalVar.&lt;br /&gt;
&lt;br /&gt;
==emit-sfx==&lt;br /&gt;
&lt;br /&gt;
 emit-sfx [sfxtype] from [piece];&lt;br /&gt;
&lt;br /&gt;
The least significant byte of sfxtype is treated as an unsigned integer; the remaining bits are a bitmask. The bitmask indicates what &amp;#039;&amp;#039;type&amp;#039;&amp;#039; of sfx to emit, while the number indicates &amp;#039;&amp;#039;which&amp;#039;&amp;#039; sfx of that type to emit. The bits are as follows:&lt;br /&gt;
&lt;br /&gt;
*256: Point-based fx. Used for white smoke (1), black smoke (2), and bubbles (3).&lt;br /&gt;
*1024: Unit sfx. Use with the unit&amp;#039;s sfxtypes.explosionGenerators. The first one is 0, the second one is 1, etc.&lt;br /&gt;
*2048: Fire weapon. Fires a weapon from the piece (no aiming involved). Again, the first weapon is 0, the second weapon is 1, etc.&lt;br /&gt;
*4096: Explode weapon. Detonates a weapon at the piece. Again, the first weapon is 0, the second weapon is 1, etc.&lt;br /&gt;
&lt;br /&gt;
If the piece has no geometry, then the sfx is emitted in the +z direction from the origin of the piece.&lt;br /&gt;
&lt;br /&gt;
If the piece has 1 vertex, the emit dir is the vector from the origin to the the position of the first vertex the emit position is the origin of the piece.&lt;br /&gt;
&lt;br /&gt;
If there is more than one vertex in the piece, then the emit vector is the vector pointing from v[0] to v[1], and the emit position is v[0].&lt;br /&gt;
&lt;br /&gt;
==explode==&lt;br /&gt;
&lt;br /&gt;
Causes the piece to explode and possibly go flying. This actually gives the appearance of making a copy of the piece (henceforth referred to as &amp;quot;debris&amp;quot;) so if you&amp;#039;re using it outside of Killed() you may want to hide the piece in question.&lt;br /&gt;
&lt;br /&gt;
 explode [piece] type [exptype];&lt;br /&gt;
&lt;br /&gt;
exptype is a bitmask. The bits are as follows:&lt;br /&gt;
&lt;br /&gt;
*SHATTER: Explodes the debris into tiny triangles. Looks like confetti.&lt;br /&gt;
*EXPLODE_ON_HIT: Debris will explode on impact, causing about 40 damage.&lt;br /&gt;
*FALL: Debris is affected by gravity.&lt;br /&gt;
*SMOKE&lt;br /&gt;
*FIRE&lt;br /&gt;
*BITMAPONLY: No debris, just an explosion graphic.&lt;br /&gt;
*NOCEGTRAIL&lt;br /&gt;
*NOHEATCLOUD: No explosion before the piece flies off.&lt;br /&gt;
*BITMAP[1...5]: Not used in Spring, may overlap with Spring specific bits.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animation]]&lt;/div&gt;</summary>
		<author><name>interanimation&gt;Hokomoko</name></author>
	</entry>
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