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	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=CEG-Format</id>
	<title>CEG-Format - Revision history</title>
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	<updated>2026-04-21T05:46:49Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=CEG-Format&amp;diff=654&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
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		<updated>2025-11-14T05:21:28Z</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 22:21, 13 November 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
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		<author><name>Qrow</name></author>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=CEG-Format&amp;diff=653&amp;oldid=prev</id>
		<title>Interwiki&gt;Flozi: tag for delete, replaced by CEG:Defs</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=CEG-Format&amp;diff=653&amp;oldid=prev"/>
		<updated>2014-10-05T16:44:06Z</updated>

		<summary type="html">&lt;p&gt;tag for delete, replaced by CEG:Defs&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{delete}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Source:&amp;#039;&amp;#039;&amp;#039; {{sourcelink|file=rts/Sim/Projectiles}}&lt;br /&gt;
&lt;br /&gt;
== Overall Format ==&lt;br /&gt;
&lt;br /&gt;
A CEG file contains one or more CEGs. Each CEG follows this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[ceg_name] {&lt;br /&gt;
  useDefaultExplosions = 0;&lt;br /&gt;
  [spawner_name_0] {&lt;br /&gt;
     class=CClassName;&lt;br /&gt;
     [properties] {&lt;br /&gt;
       property0 = value0;&lt;br /&gt;
       property1 = value1;&lt;br /&gt;
       //and so on...&lt;br /&gt;
     }&lt;br /&gt;
     condition0 = 1;&lt;br /&gt;
     condition1 = 0;&lt;br /&gt;
     count = 1;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  [spawner_name_1] {&lt;br /&gt;
     //each spawner follows that format&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  [groundflash] {&lt;br /&gt;
     //groundflash is a special name; it always generates a groundflash&lt;br /&gt;
     flashsize=16;&lt;br /&gt;
     flashalpha=1;&lt;br /&gt;
     circlegrowth=1;&lt;br /&gt;
     circlealpha=0;&lt;br /&gt;
     ttl=8;&lt;br /&gt;
     color=1,1,1;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== useDefaultExplosions ===&lt;br /&gt;
If this is set, the CEG will use the default explosion (based on damage and area of effect) in addition to any spawners you define.&lt;br /&gt;
The default explosions are sometimes very heavy in performance, especially for large damage values. &lt;br /&gt;
&lt;br /&gt;
The basedamage is min((damage/20), areaofeffect*1.5)*(damage&amp;gt;500?1:2)&lt;br /&gt;
&lt;br /&gt;
This means :&lt;br /&gt;
&lt;br /&gt;
basedamage*0.6 smoke projectiles&lt;br /&gt;
&lt;br /&gt;
min(20, basedamage*0.8) dist projectiles&lt;br /&gt;
&lt;br /&gt;
random(6)+3+basedamage/25 debris projectiles&lt;br /&gt;
&lt;br /&gt;
sqrt(basedamage)+8 explospike projectiles&lt;br /&gt;
&lt;br /&gt;
1 standardgroundflash&lt;br /&gt;
&lt;br /&gt;
1 spherepartprojectile&lt;br /&gt;
&lt;br /&gt;
=== Spawners ===&lt;br /&gt;
A CEG can contain any number of spawners. The name of the spawners don&amp;#039;t really matter, as long as it&amp;#039;s not &amp;quot;groundflash&amp;quot;, which has a special meaning. You can think of each spawner as being one component of the overall explosion.&lt;br /&gt;
&lt;br /&gt;
==== Class ====&lt;br /&gt;
Each spawner has a class that determines what kind of graphical effect it creates. Spring has a number of standard classes that you can choose from. See [[CEG-Classes]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Properties ====&lt;br /&gt;
Depending on what class a spawner is, it will have a set of properties that allow you to fine-tune what the spawner displays. Again, see [[CEG-Classes]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Conditions ====&lt;br /&gt;
These determine under what conditions the spawner will run. The available conditions are &amp;quot;air&amp;quot; (at least 20 elmos above ground/sea level), &amp;quot;water&amp;quot;, &amp;quot;underwater&amp;quot;, &amp;quot;ground&amp;quot;, &amp;quot;unit&amp;quot; (hits a unit), and &amp;quot;nounit&amp;quot; (doesn&amp;#039;t hit a unit). If you set the condition to true (e.g., &amp;quot;water = 1;&amp;quot;), the spawner will run if the explosion takes place under that condition. If you set more than one condition, the spawner will run if &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of them are true. If you want a spawner to run only if two or more conditions are &amp;#039;&amp;#039;all&amp;#039;&amp;#039; true, you have to do a little trick with the CExpGenSpawner class.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
The count determines the number of times the spawner will run.&lt;br /&gt;
&lt;br /&gt;
=== groundflash ===&lt;br /&gt;
If you name a spawner &amp;quot;groundflash,&amp;quot; it will always generate a groundflash. A groundflash has the following properties:&lt;br /&gt;
&lt;br /&gt;
*flashsize (float): The radius of the groundflash.&lt;br /&gt;
*flashalpha (float in [0, 1]): How transparent the groundflash is. Generally, the higher, the brighter.&lt;br /&gt;
*circlegrowth (float): A groundflash can have an additional circle that expands outwards. This controls how fast the circle grows.&lt;br /&gt;
*circlealpha (float in [0, 1]): How transparent the circle is.&lt;br /&gt;
*ttl (int): How long the groundflash lasts.&lt;br /&gt;
*color (float3): The color of the groundflash.&lt;br /&gt;
&lt;br /&gt;
Suggested Use: A short groundflash (~8 frames) is good for any explosion that gives off light. You can also use a longer groundflash to suggest the ground is glowing from heat.&lt;br /&gt;
&lt;br /&gt;
=== Data Types ===&lt;br /&gt;
CEGs use the following data types:&lt;br /&gt;
&lt;br /&gt;
*float: Most properties are floats. e.g. `0.123`&lt;br /&gt;
*int: Used for counts and ttls. e.g. `1234`&lt;br /&gt;
*bool: Use for conditions, and some properties. e.g. `true`, `1`, `false`&lt;br /&gt;
*float3: Used for vectors and colors. The components are floats, separated by commas. You can also use the keyword &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;, which represents the direction fed to the CEG. e.g. &amp;quot;0.1 , 1.2 , 3.4&amp;quot;, &amp;quot;dir&amp;quot;&lt;br /&gt;
*string: Used for colormaps and texture names. In .lua you delimit a string by quotes; in .tdf you do not. Color maps consist of 2 or more groups of 4 numbers, each group representing a RGBA color. Textures are the names you define in gamedata/resources.tdf or gamedata/resources.lua. e.g. &amp;quot;1.0 0.0 0.0 1      0 0 1.0 1&amp;quot; (are gradient from red to blue)&lt;br /&gt;
&lt;br /&gt;
You can use [[CEG-Operators]] to define floats that are not fixed.&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
&lt;br /&gt;
All distances are in elmos; all time is in frames.&lt;/div&gt;</summary>
		<author><name>Interwiki&gt;Flozi</name></author>
	</entry>
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