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Superfighters Deluxe
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Represent different documented effects that can be played using the Game.PlayEffect() method. If the effect requires additional parameters (arguments) they are documented on each effect available. More...
Static Public Attributes | |
const string | AcidSplash = "ACS" |
const string | Block = "Block" |
const string | Blood = "BLD" |
const string | BloodTrail = "TR_B" |
const string | BulletHit = "BulletHit" |
const string | BulletHitCloth = "BulletHitCloth" |
const string | BulletHitDefault = "BulletHitDefault" |
const string | BulletHitDirt = "BulletHitDirt" |
const string | BulletHitMetal = "BulletHitMetal" |
const string | BulletHitMoney = "BulletHitMoney" |
const string | BulletHitPaper = "BulletHitPaper" |
const string | BulletHitWood = "BulletHitWood" |
const string | BulletSlowmoTrace = "BST_S" |
BulletSlowmoTrace. args[0] float dirX (X component of Vector2). args[1] float dirY (Y component of Vector2). More... | |
const string | CameraShaker = "CAM_S" |
CameraShaker. args[0] float intensity, args[1] float time, args[2] bool global More... | |
const string | ChainsawSmoke = "CSW" |
const string | ClothHit = "CL_H" |
const string | CloudDissolve = "DISS" |
const string | CustomFloatText = "CFTXT" |
CustomFloatText. args[0] string: text to display. More... | |
const string | DestroyCloth = "DestroyCloth" |
const string | DestroyDefault = "DestroyDefault" |
const string | DestroyGlass = "DestroyGlass" |
const string | DestroyMetal = "DestroyMetal" |
const string | DestroyPaper = "DestroyPaper" |
const string | DestroyWood = "DestroyWood" |
const string | Dig = "DIG" |
const string | DustTrail = "TR_D" |
const string | Electric = "Electric" |
const string | Explosion = "EXP" |
const string | Fire = "FIRE" |
const string | FireNodeTrailAir = "FNDTRA" |
const string | FireNodeTrailGround = "FNDTRG" |
const string | FireTrail = "TR_F" |
const string | Gib = "GIB" |
const string | GlassParticles = "G_P" |
const string | GrenadeDud = "GR_D" |
const string | ImpactDefault = "ImpactDefault" |
const string | ImpactPaper = "ImpactPaper" |
const string | ItemGleam = "GLM" |
const string | MeleeHitBlunt = "HIT_B" |
const string | MeleeHitSharp = "HIT_S" |
const string | MeleeHitUnarmed = "HIT_U" |
const string | PaperDestroyed = "PPR_D" |
const string | PlayerBurned = "PLRB" |
const string | PlayerFootstep = "F_S" |
const string | PlayerLandFull = "H_T" |
const string | Smack = "Smack" |
const string | SmokeTrail = "TR_S" |
const string | Sparks = "S_P" |
const string | Steam = "STM" |
const string | TraceSpawner = "TR_SPR" |
TraceSpawner. Used to show effects on moving targets with an even distribution depending on how fast the object is moving. args[0] int IObject.UniqueID to track. args[1] string EffectID to keep spawning on the object. args[2] float spawnTime to keep the effect (TraceSpawner) alive. More... | |
const string | WaterSplash = "WS" |
const string | WoodParticles = "W_P" |
Represent different documented effects that can be played using the Game.PlayEffect() method. If the effect requires additional parameters (arguments) they are documented on each effect available.
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CameraShaker.
args[0] float intensity, args[1] float time, args[2] bool global
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CustomFloatText.
args[0] string: text to display.
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TraceSpawner. Used to show effects on moving targets with an even distribution depending on how fast the object is moving.
args[0] int IObject.UniqueID to track.
args[1] string EffectID to keep spawning on the object.
args[2] float spawnTime to keep the effect (TraceSpawner) alive.