Grimwar/Entities/env particle
Place a particle or VFX effect, with optional scripted playback.
Placement: Point.
Set it up
Select an effect prefab and use Effect Scale to resize this placement. An unreferenced ambient effect can run without a network entity. A VSig reference enables scripted control automatically; enable Scripted for external control. Scripted effects need authored play/stop bindings, and trigger needs a burst binding. A decorative effect without those bindings cannot be made controllable just by naming it in a script. Server play, stop, and restart update sustained playback; trigger sends a one-shot burst and does not change that state.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
effectEffect |
None |
Choose a particle or VFX prefab. Use Effect scale to resize this placement. Reference: prefab.
|
effect_scaleEffect scale |
[1, 1, 1] |
XYZ size multiplier relative to the effect prefab; 1 preserves its native size. Minimum: 0.001. Maximum: 1000.
|
start_onStart On |
true |
Value type: bool.
|
scriptedScripted |
false |
Enable external control. VSig references enable this automatically; unreferenced effects use no network entity. |
ignore_nav_meshIgnore Nav Mesh |
true |
Exclude this entity from navigation-mesh building. This does not disable its gameplay collision. |
VSig contract
Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See Read the reference for arguments, authority, and common controls.
| Kind | Member | Value | Authority / access |
|---|---|---|---|
| Input | kill |
none |
Server |
| Input | play |
string |
Server |
| Input | restart |
string |
Server |
| Input | stop |
string |
Server |
| Input | trigger |
string |
Server |
| Output | killed |
none |
Server |