Entity Effects
Revision as of 05:29, 17 February 2022 by Teamred (talk | contribs) (Created page with "Quake-C entities come with an 'effects' field which allows setting a lighting effect that sticks to the entity while the effect flag is set. The 2021 release adds 3 new colored lighting effects to the base set from the original 1996 release. The values and results are as follows: {| class="wikitable" |+ !name (see defs.qc) !value !result |- |EF_BRIGHTFIELD |1 |One time whitish flash |- |EF_MUZZLEFLASH |2 |one time flash used for lightning/missile launch...")
Quake-C entities come with an 'effects' field which allows setting a lighting effect that sticks to the entity while the effect flag is set.
The 2021 release adds 3 new colored lighting effects to the base set from the original 1996 release. The values and results are as follows:
name (see defs.qc) | value | result |
---|---|---|
EF_BRIGHTFIELD | 1 | One time whitish flash |
EF_MUZZLEFLASH | 2 | one time flash used for lightning/missile launch , shooting |
EF_BRIGHTLIGHT | 4 | persistent harsh bright white light |
EF_DIMLIGHT | 8 | golden flicker used for enforcer laser |
EF_QUADDAMAGE | 16 | blue/purplish flickery glow that follows player with quad damage |
EF_INVINCIBLE | 32 | flickering red glow that follows player with pertagram of protection/IT_INVULNERABILITY |
EF_PROJECTILE | 64 | hellknight missile, ogre grenade = harsh flicking yellow light |
Example[edit | edit source]
local entity missile;
missile = spawn ();
missile.effects = missile.effects | EF_PROJECTILE;