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ActionFX base class |
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ActionFX is the base class of all FX actions mod items. Objects of this type are used for playing sound effects, placing different objects at a desired moment, adding sound and particles when an action is executed, etc. |
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ActionFX mod items |
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Below is a list of available ActionFX mod items, which can be used to trigger various visual and sound effects. |
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[ActionFXSound](ModItemActionFXSound.md.html) |
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: Plays sound effects when an FX action is played. |
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[ActionFXColorization](ModItemActionFXColorization.md.html) |
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: Colorizes a target object when an FX action is played. |
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[ActionFXDecal](ModItemActionFXDecal.md.html) |
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: Places a decal when an FX action is played. |
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[ActionFXObject](ModItemActionFXObject.md.html) |
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: Places an object when an FX action is played. |
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[ActionFXLight](ModItemActionFXLight.md.html) |
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: Places light sources when an FX action is played. |
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[ActionFXParticles](ModItemActionFXParticles.md.html) |
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: Places particle systems when an FX action is played. |
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All ActionFXs have the following common properties: |
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Match property group |
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Action |
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: The effect will be triggered with a certain animation. Available dropdown with events/actions to choose from. |
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Moment |
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: The effect will be triggered in a certain moment from the animation. Available dropdown with moments to choose from. |
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Actor |
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: FX actor object. The actor is the one triggering the effect. |
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Target |
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: FX target object. The effect is applied on the target. |
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Game State |
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: Mark the game states in which the the effect is allowed. |
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FxId |
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: Empty by default. FX Remove requires it to define which FX should be removed. |
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Detail level category (self.DetailLevel) |
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: Determines the options detail levels at which the FX triggers. "Essential" will trigger always, "Optional" at high/medium setting, and "EyeCandy" at high setting only. |
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Chance |
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: Chance for the FX to be played. |
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Disabled |
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: Disabled FX are not played. |
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Lifetime property group |
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Delay |
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: In-game time. FX is not played when the actor is interrupted while in the delay. |
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Time |
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: Lifetime in milliseconds of the placed FX object. |
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EndRules |
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: ActionFXEndRule objects which will destroy the current ActionFX object when triggered. |
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Behavior |
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: Method which will be called when the associated BehaviorMoment is hit. |
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BehaviorMoment |
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: Moment used for calling the specified Behavior method. |
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Test property group |
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Solo |
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: Debug feature. If any FXs are set to solo, only they will be played. |
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DebugFX |
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: Debug feature, print when this FX is about to play. |
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Break |
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: Debug feature, break execution in code when this FX is about to play. |
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Anim Entity |
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: Specifies that this FX is linked to a specific animation. Auto fills the animations and moments available. An error will be issued if the action and the moment aren't found in that entity. |
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PlayFX code function |
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Call this function in order to trigger all FXs matching the given class, moment, actor and target. |
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function **PlayFX**(actionFXClass, actionFXMoment, actor, target, action_pos, action_dir) |
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actionFXClass |
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: Match FX objects whose Action property has this value. |
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actionFXMoment |
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: Match FX objects whose Moment property has this value. |
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actor |
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: The actor of the specified action. |
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target |
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: The target of the specified action. |
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action_pos |
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: The position in world coordinates for the action. |
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action_dir |
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: The direction vector used by the action. |
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Testing Mod Items |
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================= |
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When clicking on the "Test" button for the ActionFX mod items in the Mod Editor, the following function call is made: |
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**PlayFX**(self.Action, self.Moment, SelectedObj, SelectedObj) |
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