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cw4:scripting:getting_started_with_beams

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cw4:scripting:getting_started_with_beams [2021/03/31 15:51] Karsten75cw4:scripting:getting_started_with_beams [2025/02/14 14:57] (current) – external edit 127.0.0.1
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 Working with beams may seem a bit overwhelming at first due to the number of properties to assign, but it's actually rather simple once you've whittled it down to the basics. Here are the minimum steps required to get a beam operational with 4RPL: Working with beams may seem a bit overwhelming at first due to the number of properties to assign, but it's actually rather simple once you've whittled it down to the basics. Here are the minimum steps required to get a beam operational with 4RPL:
  
-  * Create beam with [[4rpl:commands:CreateBeam]] (Takes 3 arguments. V3/string for Color, float for brightness/intensity, float for thickness.) ID of newly created beam will be left on stack, export to a variable for later re-use.+  * Create beam with [[4rpl:commands:CreateBeam]] (Takes 3 arguments. string for color, float for brightness/intensity, float for thickness.) ID of newly created beam will be left on stack, export to a variable for later re-use.
  
   * (OPTIONAL) Attach beam to unit with [[4rpl:commands:AttachBeam]] (Takes 3 arguments. Int for beam ID, int for ID of unit to attach to, string for name of sub-object within unit to attach to.)   * (OPTIONAL) Attach beam to unit with [[4rpl:commands:AttachBeam]] (Takes 3 arguments. Int for beam ID, int for ID of unit to attach to, string for name of sub-object within unit to attach to.)
cw4/scripting/getting_started_with_beams.1617205860.txt.gz · Last modified: 2025/02/14 14:56 (external edit)