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[< Back to mechanic page](/Skills/Mechanics#vfx-mechanics)
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Mechanic: VFX
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===============
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Assign or remove a VFX from an entity or a projectile.
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The VFX will automatically be spawned and move with the target.
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Similarly, the VFX will despawn when the target is removed.
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Attributes
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----------
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| Attribute | Aliases | Description | Type | Default |
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|-----------|---------------|-------------------------------------------------------------------------------------------|---------|---------|
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| modelid | m, mid, model | Model of the VFX | String | |
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| partid | p, pid, part | Bone of the VFX. The bone must be a renderer bone | String | |
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| remove | r | Is this mechanic used for removing VFX | Boolean | false |
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| radius | rad | Visible radius of the VFX.<br/>Values less than or equal to 0 will not be read | Integer | 0 |
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| color | c | Default color of the VFX in hex | Color | FFFFFF |
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| visible | v | Is the VFX visible by default | Boolean | true |
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| bvisible | bv | Is the base entity visible by default.<br/>Has no effect when the target is a projectile. | Boolean | true |
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Examples
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--------
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#### Applying VFX to a projectile:
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This will spawn a projectile using the `fire_bolt` bone model from `weapon_vfx` model blueprint.
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```yaml
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Skills:
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- projectile{v=20;i=1;hR=0.25;vR=0.25;hnp=true;
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oS=[
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- vfx{mid=weapon_vfx;pid=fire_bolt}
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];
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oT=[
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- effect:particles{particle=flame;amount=1;hS=0;vS=0;speed=0} @origin
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];
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oH=[
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- damage{a=1}
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]}
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``` |
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\ No newline at end of file |