Superjump Fx
Based on game build 714014 | Last updated: 2026-03-07
Overview
superjump_fx is a lightweight FX prefab that renders a short-lived animation and plays a sound to visually represent the impact of a superjump landing. It is automatically spawned by other systems (e.g., character superjump logic) and positioned at a target location via its SetTarget method. A companion superjump_debris prefab is also defined to render debris particles at the same location.
Usage example
local fx = SpawnPrefab("superjump_fx")
fx:SetTarget(target_entity, 2.5) -- Position FX 2.5 units in front of the target
-- No further action needed: the FX is self-cleaning
Dependencies & tags
Components used: None directly accessed via inst.components.X (only entity system subsystems: Transform, AnimState, SoundEmitter, Network are added).
Tags: Adds FX and NOCLICK.
Properties
No public properties.
Main functions
SetTarget(target, distance)
- Description: Positions the FX entity at a calculated location relative to a target entity (using its world position and rotation), optionally offset by a given distance, and spawns a matching
superjump_debrisprefab. If called multiple times, cancels and re-runs the initialOnInitsound effect. - Parameters:
target(entity) — The entity whose position and rotation serve as the basis for placement.distance(number?, optional) — Offset distance (in world units) forward relative to the target's facing direction. Ifnil, no offset is applied.
- Returns: Nothing.
- Error states: No explicit failure modes; offsets rely on valid transforms.
Events & listeners
- Listens to:
animover— Callsinst.Removeto self-destruct when the animation completes. - Pushes: None.