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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.

ActionFX mod items

Below is a list of available ActionFX mod items, which can be used to trigger various visual and sound effects.

ActionFXSound : Plays sound effects when an FX action is played.

ActionFXColorization : Colorizes a target object when an FX action is played.

ActionFXDecal : Places a decal when an FX action is played.

ActionFXObject : Places an object when an FX action is played.

ActionFXLight : Places light sources when an FX action is played.

ActionFXParticles : Places particle systems when an FX action is played.

All ActionFXs have the following common properties:

Match property group

Action : The effect will be triggered with a certain animation. Available dropdown with events/actions to choose from.

Moment : The effect will be triggered in a certain moment from the animation. Available dropdown with moments to choose from.

Actor : FX actor object. The actor is the one triggering the effect.

Target : FX target object. The effect is applied on the target.

Game State : Mark the game states in which the the effect is allowed.

FxId : Empty by default. FX Remove requires it to define which FX should be removed.

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.

Chance : Chance for the FX to be played.

Disabled : Disabled FX are not played.

Lifetime property group

Delay : In-game time. FX is not played when the actor is interrupted while in the delay.

Time : Lifetime in milliseconds of the placed FX object.

EndRules : ActionFXEndRule objects which will destroy the current ActionFX object when triggered.

Behavior : Method which will be called when the associated BehaviorMoment is hit.

BehaviorMoment : Moment used for calling the specified Behavior method.

Test property group

Solo : Debug feature. If any FXs are set to solo, only they will be played.

DebugFX : Debug feature, print when this FX is about to play.

Break : Debug feature, break execution in code when this FX is about to play.

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.

PlayFX code function

Call this function in order to trigger all FXs matching the given class, moment, actor and target.

function PlayFX(actionFXClass, actionFXMoment, actor, target, action_pos, action_dir)

actionFXClass : Match FX objects whose Action property has this value.

actionFXMoment : Match FX objects whose Moment property has this value.

actor : The actor of the specified action.

target : The target of the specified action.

action_pos : The position in world coordinates for the action.

action_dir : The direction vector used by the action.

Testing Mod Items

When clicking on the "Test" button for the ActionFX mod items in the Mod Editor, the following function call is made:

PlayFX(self.Action, self.Moment, SelectedObj, SelectedObj)

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