Template:Effect: Difference between revisions
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Note:If it is desired to use this with other effects, you should add the integer value of each effect to the value.
Warning:Using
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=== In code === | === In code === | ||
Inside of the codebase, effects are defined as a bit-based enum and are stored in <code>m_fEffects</code>. This effect can be manipulated with <code>AddEffects( | Inside of the codebase, effects are defined as a bit-based enum and are stored in <code>m_fEffects</code>. This effect can be manipulated with <code>AddEffects( {{PAGENAMEE}} )</code>, <code>RemoveEffects( {{PAGENAMEE}} )</code>, and <code>SetEffects( {{PAGENAMEE}} )</code>. This effect can be obtained with <code>GetEffects() & {{PAGENAMEE}}</code> or <code>IsEffectActive( {{PAGENAMEE}} )</code>. | ||
=== In scripting === | === In scripting === |
Latest revision as of 11:08, 13 August 2024
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( Effect )
, RemoveEffects( Effect )
, and SetEffects( Effect )
. This effect can be obtained with GetEffects() & Effect
or IsEffectActive( Effect )
.
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 {{{1}}}
.

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.