EF ITEM BLINK: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (updated link)
mNo edit summary
Line 4: Line 4:
This effect was added to Source as a supplement to items on Xbox.
This effect was added to Source as a supplement to items on Xbox.


To make an entity have a flashing effect, so that it may be noticed easier, turn off SmartEdit mode and add the following keyvalue pair to the entity: <code>effects 256</code>.
This effects makes an entity have a flashing effect, so that it might be noticed easier.  


{{note|If it is desired to use this with other [[effects enum|effects]], you should add the integer value of each effect to the value.}}
{{effect|256|}}
[[Category:Constants]]
[[Category:Constants]]

Revision as of 17:36, 28 September 2006

Template:Wrongtitle EF_ITEM_BLINK is defined as 0x100, or 256.

This effect was added to Source as a supplement to items on Xbox.

This effects makes an entity have a flashing effect, so that it might be noticed easier.

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_ITEM_BLINK ), RemoveEffects( EF_ITEM_BLINK ), and SetEffects( EF_ITEM_BLINK ). This effect can be obtained with GetEffects() & EF_ITEM_BLINK or IsEffectActive( EF_ITEM_BLINK ).

In scripting

The functions mentioned above are supported in VScript starting with Dota 2 Dota 2 . They can also be found in Garry's Mod 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 256.

Note.pngNote:If it is desired to use this with other effects, you should add the integer value of each effect to the value.

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).

Warning.pngWarning:Using AddOutput to change an entity's effects may interfere with an entity's simulation functionality.