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FX

WHAT ITS FOR:

FX objects can add special effects to the level. They are only cosmetic effects and have nothing to do with the gameplay. One FX object can add several types of effects at the same time, like a light, particles or lens-effects.

PROPERTIES:

 Name text field: the name of the FX.

 Attach /  Detach buttons: you can attach an FX to an enemy or the player .

To attach an object to another:
Select the object you want to attach then press the  Attach button in the Attach section of the properties panel. A chain and a hook will move with your mouse: move it on the object you want to attach the other object to (this object outlines should turn red to show you you can attach) and click to validate.

To detach an object:
Select the object you want to detach, and click the  Detach button in the Attach section of the properties panel.

LIGHT:
Intensity spinner: the light intensity, to make it more or less bright.
Attenuation spinner: the radius which defines the light emission distance.
  Color: the color of the light.
blinking checkbox: you can make the light blink to add dynamic effects to your level. The blinking will affect the light, as well as the lens-flare and glow.
  Frequency spinner: the speed of the blinking.
  Intensity spinner: a bigger value means a bigger difference between the darkest and brightest light intensity.
  Randomness spinner: it adds randomness to the blinking effect.

lens-flare checkbox:
Type menu: you can choose a lens-flare from the preset list.
Scale spinner: the lens-flare size.

glow checkbox:
Type menu: you can choose a glow effect from the preset list.
Scale spinner: the glow scale.

particle system checkbox:
 Type menu: the particle effect.
Scale spinner: you can scale the particle effect.

Note: although the engine will try to scale the particle size as well as the speed as much as he can, it will not be as accurate as modifying the particle effect script directly.

off-camera pause: if the particle system is off-camera for the timeout, it is paused until it is next visible by the camera
timeout spinner: choose the time (second) the particle system is paused.