Template:Effect: Difference between revisions
Jump to navigation
Jump to search
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
No edit summary |
(→Usage) |
||
Line 7: | Line 7: | ||
=== In scripting === | === In scripting === | ||
The functions mentioned above are supported in [[VScript]] starting with {{ | The functions mentioned above are supported in [[VScript]] starting with {{dota2|1}}. They can also be found in {{gmod|1}}. | ||
=== In a map === | === In a map === |
Revision as of 23:39, 23 September 2025
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.