Skip to main content

Vfx

Vfx feedback spawns a prefab on the target, or on one of its body parts: a hit spark, a heal glow, a shield flash. It is the Feedback family for particle effects and other visuals.

Vfx feedback​

FieldDescription
IgnoreSpawns nothing for this case.
PrefabThe VFX prefab.
OriginThe body part (Actor Part Id) it spawns at. None, or a part the Actor doesn't have, uses the Actor's own transform.
Attach To OriginParents it to the origin so it follows the Actor.
OffsetWorld-space offset from the origin.
LifetimeSeconds before it is destroyed. 0 leaves it to the prefab (a particle system with Stop Action: Destroy).
ConditionsOptional Effect Conditions, all must pass; Target is the Actor the VFX spawns on (e.g. skip a dead target).

A prefab that needs to know the Effect that spawned it — a beam from the attacker to the victim, a chain-lightning arc — implements IEffectVfxSpawnListener on its root and gets the Source, Target, Effector and Environment.

Variants​

VariantAdds
Value-carrying (_Float, _Int)Ignore Zeroes and per target Stat Positive Vfxs / Negative Vfxs + Fallback Positive Vfx / Fallback Negative Vfx.
ASPicks a VFX per Attribute Stat: Default Vfx + Attribute Stat Specific Vfxs — a fire hit and an ice hit on the same Health.
MASMatches the exact ordered list of Attribute Stats.

Entries are looked up by the exact Result Attribute combination. See How a case is chosen.

Examples​

GoalSetup
A spark on every hit, a blue flash when a shield absorbs itBSFeedback_Vfx_Float: Health → Negative: None = spark, ShieldBlock = shield flash, Shielded = both visuals in one prefab.
Fire hits burn, ice hits freezeAn AS Vfx feedback on Health: Attribute Stat Specific Vfxs with Fire = flames, Ice = frost, Default Vfx = spark.