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Icebox Crystal Fx

Based on game build 714014 | Last updated: 2026-03-05

Overview

icebox_crystal_fx is a lightweight visual-only prefab that renders an animation sequence to indicate an icebox crystal-related effect (e.g., activation or response). It uses a non-physical, non-simulated entity with an animation state and transform, primarily for display purposes. The entity plays a "pre" animation once, then transitions to a "loop" animation and is automatically removed after completion. It is only spawned on the master simulation to ensure consistent behavior.

Usage example

This prefab is not intended to be added directly as a component; it is instantiated as a standalone entity. A typical usage pattern in mod code would be:

local inst = SpawnPrefab("icebox_crystal_fx")
if inst ~= nil then
inst.Transform:SetPosition(x, y, z)
end

The prefab handles its own lifecycle and automatically removes itself.

Dependencies & tags

Components used: animstate, transform, network Tags: Adds FX; sets entity as pristine (non-persistent).

Properties

No public properties.

Main functions

Kill()

  • Description: Initiates immediate termination of the effect. If not already scheduled, it schedules the "pst" (post) animation to play and then removes the entity after a short delay.
  • Parameters: None.
  • Returns: Nothing.

Events & listeners

None identified.