EF ITEM BLINK: Difference between revisions
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'''EF_ITEM_BLINK''' is defined as 0x100, or 256. | '''EF_ITEM_BLINK''' is defined as 0x100, or 256. | ||
This effect was added to {{ | This effect was added to {{source|1}} as a supplement to items on Xbox. | ||
This effects makes an entity have a flashing effect, so that it might be noticed easier. | This effects makes an entity have a flashing effect, so that it might be noticed easier. |
Latest revision as of 23:43, 23 September 2025


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. 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 256
.

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.