GUID 32-digit hexadecimal: Refer to GUID documentation.
Type enum (
ID uint16: Must be a unique identifier.
Blast uint16 or GUID: ID or GUID of effect.
Lifetime float: Duration of the effect.
Lifetime_Spread float: Variation on the duration of the effect. A random value is chosen between the specified spread value, and the negative of that spread value. Default is 4 seconds.
Gore bool: Effect is hidden when gore is disabled.
Static flag: Disable randomized audio pitch change.
Randomize_Rotation bool: Rolls the effect around the hit axis. Defaults to true.
Spawn_On_Dedicated_Server flag: Spawn effect on server.
Relevant_Distance float: How far away players can be before an asset effect should not be sent to them, measured in meters. Players within this radius will be sent the effect in multiplayer.
Preload byte: Total number of the effect to pre-instantiate in the effect pool to reduce hitching when first used.
Is_Music bool: Placeholder to disable music when used in an ambiance volume if music option is disabled. Once the audio settings menu is separated out there will be a volume multiplier for music.
CameraShake_MagnitudeDegrees float: The amount of camera shake inflicted upon affected players, in degrees.
CameraShake_Radius float: Players within the radius around the effect are affected by other camera shake properties.
Splatter int: Total number of splatter textures in Unity.
Splatters int: Total number of splatters to spawn.
Splatter_Lifetime float: Duration of the splatter.
Splatter_Lifetime_Spread float: Variation on the duration of each individual splatter after effect spawn. A random value is chosen between the specified spread value, and the negative of that spread value. Default is 1 second.
Splatter_Liquid flag: Splatters are visible regardless of effect graphics settings being disabled, and slightly changes the direction of each splatter.
Splatter_Temperature enum (
Warm): Temperature status effect caused when standing in the effect.
Splatter_Preload byte: Total number of the splatter effects to pre-instantiate in the effect pool to reduce hitching when first used.