EF BRIGHTLIGHT: Difference between revisions
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{{tabsBar|main=gs|base=EF_BRIGHTLIGHT}} | |||
{{back|Effect flags}} | |||
'''EF_BRIGHTLIGHT''' is defined as 0x002, or 2. | '''EF_BRIGHTLIGHT''' is defined as 0x002, or 2. | ||
This effect creates a dynamic light with an RGB value of <code>250 250 250</code> and a random radius of 400 to 431 at the origin. | This effect creates a dynamic light with an RGB value of <code>250 250 250</code> and a random radius of 400 to 431 at the origin. | ||
{{effect|2|}} | |||
[[Category:Constants]] | [[Category:Constants]] | ||
[[Category:Effect flags]] | |||
Latest revision as of 14:13, 15 September 2024
EF_BRIGHTLIGHT is defined as 0x002, or 2.
This effect creates a dynamic light with an RGB value of 250 250 250 and a random radius of 400 to 431 at the origin.
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_BRIGHTLIGHT ), RemoveEffects( EF_BRIGHTLIGHT ), and SetEffects( EF_BRIGHTLIGHT ). This effect can be obtained with GetEffects() & EF_BRIGHTLIGHT or IsEffectActive( EF_BRIGHTLIGHT ).
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, turn off SmartEdit mode and add the following keyvalue pair to the entity: effects 2.
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.