Effect components
EntSlotComponent and EntEffectSpawnerComponent
Summary
Published: Feb 09 2024 by manavortex Last documented edit: Mar 4 2024 by 86maylin
This page will tell you how effect components work and how they interact with each other.
Wait, that's not what I want!
For an overview on existing effect materials, check FX Material Properties
For a guide on how to use effects, check AMM: Light Components
Effect component types
You will see two kinds of effect component types, which always occur in pairs.
entSlotComponent
Usually called fx_slots
, this component allows you to place your effects in the world. It requires the definitions in the entEffectSpawnerComponent to work.
If you want the position of your effects to follow the movement of parts of the object you can set the boneName
an existing bone of your object
In this case the relativePosition
will be relative to the bone's position
entEffectSpawnerComponent
Usually called fx_whateverTheEffectIs
, this component defines and registers effects which can then be placed via slots.
Adding and deleting effect slots
Deletions
In the entEffectSpawnerComponent
, delete:
the
placementTag
entry that you want to get rid ofthe corresponding entry in
placementInfos
(see the yellow arrows on the screenshot under entEffectSpawnerComponent)
In the entSlotComponent
, delete:
The entry in
slots
referencing the previously deleted component by name.
Additions
In the entEffectSpawnerComponent
, add:
a new
placementTag
at the end of the array with the name of your new entry (e.g.fx_candle_slot_04
)a new entry under
placementInfos
(by duplicating the last entry), setting theplacementTagIndex
to the numeric index of theplacementTag
you created in step 1
In the entSlotComponent
, add:
a new entry in
slots
with the name that you created in Step 1
autoSpawnTag
If you are making effects into equipment, having the same autoSpawnTag will make it so equipping one will despawn the other one.
eventRUID
eventRUID in the ent component must be the same as the effect particles ruid, and ideally should be unique across everything. You can right click on a RUID field and choose "Generate new CRUID" to generate a semi-random new CRUID and then copy it across so they match.
Placing effect components
Please check AMM: Light Components -> Placing your light components for a detailed guide!
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