EF PARENT ANIMATES: Difference between revisions
(revert) |
mNo edit summary |
||
Line 1: | Line 1: | ||
{{ | {{DISPLAYTITLE:EF_PARENT_ANIMATES}} | ||
'''EF_PARENT_ANIMATES''' is defined as 0x200, or 512. | '''EF_PARENT_ANIMATES''' is defined as 0x200, or 512. | ||
Revision as of 23:55, 4 December 2011
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.