-
Notifications
You must be signed in to change notification settings - Fork 0
Custom Effects
Arys edited this page Feb 3, 2024
·
1 revision
- You will need to add the
CustomEffectsTemplate.csto the root game object containing your effects in the EFT-SDK- You should match your game object hierarchy and scripts/components to how BSG handles their respective assets
- Do NOT add BSG's
Effects.csscript/component to the root game object in your bundle
- Populate the
EffectsArrayfield in the Inspector with your effects - Export your effects bundle
- Open your effects bundle with UABEA and modify the following lines in the CustomEffectsTemplate MonoScript (not MonoBehaviour):
m_Namespace = "CustomAssetImporter.Templates"m_AssemblyName = "Arys-CustomAssetImporter.dll"- This is an example of what it should look like after the above changes:
- Place your effects bundle in this folder directory when you are packaging your mod:
BepInEx/plugins/Arys-CustomAssetImporter/assets/effects/ - If everything has been done correctly, the custom effect name can then be referenced by other mods including server mods
- For example, say a new explosion effect was added via this framework with the Name
rpg_explosion - A mod like Choccy's RPG-7 can now use the custom effect name
rpg_explosionin theExplosionTypeproperty of the RPG-7's item template json
- For example, say a new explosion effect was added via this framework with the Name