Changes
Page history
wiki standardization
authored
Oct 21, 2024
by
Lxlp
Hide whitespace changes
Inline
Side-by-side
Skills/Mechanics/VFX.md
0 → 100644
View page @
058ef9f7
[
< Back to mechanic page
](
/Skills/Mechanics#vfx-mechanics
)
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.
<br/>
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.
<br/>
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.
```
yaml
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}
]}
```
\ No newline at end of file