EF PARENT ANIMATES: Difference between revisions
mNo edit summary |
No edit summary |
||
| (One intermediate revision by one other user not shown) | |||
| Line 1: | Line 1: | ||
{{ | {{LanguageBar|_=1}} | ||
{{back|Effect flags}} | |||
'''EF_PARENT_ANIMATES''' is defined as 0x200, or 512. | '''EF_PARENT_ANIMATES''' is defined as 0x200, or 512. | ||
| Line 6: | Line 7: | ||
{{effect|512|including EF_BONEMERGE,}} | {{effect|512|including EF_BONEMERGE,}} | ||
[[Category:Constants]] | [[Category:Constants]] | ||
[[Category:Effect flags]] | |||
Latest revision as of 12:25, 13 August 2024
EF_PARENT_ANIMATES is defined as 0x200, or 512.
This effect should be used with EF_BONEMERGE to make an entity realign to its parent every frame.
Usage
In code
Inside of the codebase, effects are defined as a bit-based enum and are stored in m_fEffects. This effect can be manipulated with AddEffects( EF_PARENT_ANIMATES ), RemoveEffects( EF_PARENT_ANIMATES ), and SetEffects( EF_PARENT_ANIMATES ). This effect can be obtained with GetEffects() & EF_PARENT_ANIMATES or IsEffectActive( EF_PARENT_ANIMATES ).
In scripting
The functions mentioned above are supported in VScript starting with Dota 2. They can also be found in Garry's Mod.
In a map
To use this effect in a map, including EF_BONEMERGE, turn off SmartEdit mode and add the following keyvalue pair to the entity: effects 512.
You can set the effects keyvalue during runtime using AddOutput with the input value effects x (x being any summation of effects flags to enable).
AddOutput to change an entity's effects may interfere with an entity's simulation functionality.