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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You can set the <code>effects</code> keyvalue during runtime using {{ent|AddOutput}} with the input value <code>effects x</code> (x being any summation of effects flags to enable). | You can set the <code>effects</code> keyvalue during runtime using {{ent|AddOutput}} with the input value <code>effects x</code> (x being any summation of effects flags to enable). | ||
{{warning|Using <code>AddOutput</code> to change an entity's effects may interfere with an entity's simulation functionality.}} | {{warning|Using <code>AddOutput</code> to change an entity's effects may interfere with an entity's simulation functionality.<noinclude>{{clarify}}</noinclude>}} | ||
}} | }} |
Latest revision as of 07:20, 24 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.[Clarify]