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Entity Events
Entity Time Events are the EntityAnimationsEvents category of animation event they act directly on the entity itself: moving it, teleporting it, or sending it a paired visual/sound cue.
Like every animation event, each entry is wrapped in the same generic shape (type, side, start/process, params) that wrapper is documented on its own page. This page only covers what goes inside params for each event type, and what each one actually does.
💡 Every event listed here also has a required side the side it's actually meant to run on. Declaring a mismatched
sidein the wrapper means the event is skipped.
Required side: client
| Field | Type | Description |
|---|---|---|
lateral |
Double | (+) Left-Right (-) movement. |
vertical |
Double | (+) Up-Down (-) movement. |
avance |
Double | (+) Forward-Backward (-) movement. |
"in_time_events": [
{
"type": "translate",
"side": "client",
"start": 0.15,
"params": {
"lateral": 0,
"vertical": 0,
"avance": 2
}
}
]translate.mp4
Required side: server
| Field | Type | Description |
|---|---|---|
offset |
Vec3 (x, y, z) | Offset applied according to mode. |
mode |
String | One of the modes below. |
| Mode | Behavior |
|---|---|
LOCAL |
Offset is rotated by the caster's own yaw, then added to its current position moves relative to where the caster is facing. |
WORLD |
Offset is added directly to the caster's position, ignoring rotation. |
TARGET |
Caster is placed at offset added to the current target's position. |
TARGET_FRONT |
Same as TARGET, but the offset is rotated by the target's yaw positions relative to the target's own facing. |
TARGET_BEHIND |
Same as TARGET_FRONT, but the Z component of the offset is inverted first places the caster behind the target instead of in front. |
GROUND |
Caster is moved to the offset's X/Z position, then snapped down onto the highest solid ground at that column (leaves ignored). |
⚠️ EveryTARGET*mode silently does nothing if the caster has no current target.
💡 For more advanced functions and caster coord control, refer to Animation Coord Provider; note that this feature belongs to the action animation group.
"in_time_events": [
{
"type": "teleport",
"side": "server",
"start": 0.15,
"params": {
"offset": [0, 0, 0],
"mode": "target_front"
}
}
]teleport.mp4
Required side: server
Sends a paired "flash white" screen-overlay effect to every player tracking the entity.
| Field | Type | Description |
|---|---|---|
duration_tick |
Integer | How long the flash lasts, in ticks. |
max_overlay |
Integer | Peak overlay intensity. |
max_brightness |
Integer | Peak brightness applied during the flash. |
disable_red_overlay |
Boolean | Whether to suppress the default red damage-overlay tint while flashing. |
"in_time_events": [
{
"type": "flash_white_pair",
"side": "server",
"start": 0.15,
"params": {
"duration_tick": 4,
"max_overlay": 15,
"max_brightness": 8,
"disable_red_overlay": false
}
}
]flash_white_pair.mp4
Required side: server
No parameters. Sends a paired "emergency escape" cue to every player tracking the entity, carrying the caster's current yaw.
"in_time_events": [
{
"type": "scape_emergence_pair",
"side": "server",
"start": 0.15
}
]scape_emergence_pair.mp4
Required side: server
No parameters.
"in_time_events": [
{
"type": "adrenaline_pair",
"side": "server",
"start": 0.15
}
]adrenaline_activated.mp4
Required side: server
A generic paired-cue sender dispatches one of several pre-defined visual/audio cues to every player tracking the entity, without needing a dedicated event class per cue.
| Field | Type | Description |
|---|---|---|
types |
String | Which cue to send. One of: BONE_BREAKER_BEGIN, BONE_BREAKER_MAX_STACK, BONE_BREAKER_CLEAR, VENGEANCE_OVERLAY, VENGEANCE_TARGET_CANCEL. |
"in_time_events": [
{
"type": "entity_pairing",
"side": "server",
"start": 0.15,
"params": {
"types": "bone_breaker_begin"
}
},
{
"type": "entity_pairing",
"side": "server",
"start": 0.35,
"params": {
"types": "bone_breaker_max_stack"
}
},
{
"type": "entity_pairing",
"side": "server",
"start": 1.0,
"params": {
"types": "bone_breaker_clear"
}
}
]bone_breaker.mp4
"in_time_events": [
{
"type": "entity_pairing",
"side": "server",
"start": 0.15,
"params": {
"types": "vengeance_overlay"
}
},
{
"type": "entity_pairing",
"side": "server",
"start": 1.0,
"params": {
"types": "vengeance_clear"
}
}
]vengeance.mp4
-
typeis the only field that identifies which event runssidedecides where, andparamsis unique to each event. -
flash_white_pair,scape_emergence_pair, andentity_pairingall work the same way under the hood: they send a packet to every player currently tracking the entity, they just carry different payloads. - The
flash_white_pairandentity_pairingevents are unrelated in code but conceptually similar both are "send this player-visible cue" events;entity_pairingis the generic one,flash_white_pairexists as its own event because it needs its own numeric parameters.
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