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| ActionFX base class |
| =============== |
| 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 |
| =============== |
| 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) |
| : Plays sound effects when an FX action is played. |
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| [ActionFXColorization](ModItemActionFXColorization.md.html) |
| : Colorizes a target object when an FX action is played. |
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| [ActionFXDecal](ModItemActionFXDecal.md.html) |
| : Places a decal when an FX action is played. |
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| [ActionFXObject](ModItemActionFXObject.md.html) |
| : Places an object when an FX action is played. |
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| [ActionFXLight](ModItemActionFXLight.md.html) |
| : Places light sources when an FX action is played. |
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| [ActionFXParticles](ModItemActionFXParticles.md.html) |
| : 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 |
| : The effect will be triggered with a certain animation. Available dropdown with events/actions to choose from. |
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| Moment |
| : The effect will be triggered in a certain moment from the animation. Available dropdown with moments to choose from. |
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| Actor |
| : FX actor object. The actor is the one triggering the effect. |
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| Target |
| : FX target object. The effect is applied on the target. |
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| Game State |
| : Mark the game states in which the the effect is allowed. |
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| FxId |
| : Empty by default. FX Remove requires it to define which FX should be removed. |
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| Detail level category (self.DetailLevel) |
| : 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 |
| : Chance for the FX to be played. |
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| Disabled |
| : Disabled FX are not played. |
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| Lifetime property group |
| --------------- |
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| Delay |
| : In-game time. FX is not played when the actor is interrupted while in the delay. |
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| Time |
| : Lifetime in milliseconds of the placed FX object. |
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| EndRules |
| : ActionFXEndRule objects which will destroy the current ActionFX object when triggered. |
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| Behavior |
| : Method which will be called when the associated BehaviorMoment is hit. |
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| BehaviorMoment |
| : Moment used for calling the specified Behavior method. |
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| Test property group |
| -------------- |
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| Solo |
| : Debug feature. If any FXs are set to solo, only they will be played. |
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| DebugFX |
| : Debug feature, print when this FX is about to play. |
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| Break |
| : Debug feature, break execution in code when this FX is about to play. |
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| Anim Entity |
| : 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 |
| : Match FX objects whose Action property has this value. |
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| actionFXMoment |
| : Match FX objects whose Moment property has this value. |
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| actor |
| : The actor of the specified action. |
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| target |
| : The target of the specified action. |
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| action_pos |
| : The position in world coordinates for the action. |
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| action_dir |
| : The direction vector used by the action. |
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| Testing Mod Items |
| ================= |
| 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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