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