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  1. Game Data
  2. Visual Effects

Binders

Binders determine where a vfx should be created, and its tracking behavior (should it follow a moving character).

There are several types of binders:

  • Point (the most common, attach to a character, for example)

  • Camera

  • Spline

  • Linear

Binders can be attached to caster or target, and have several "property" fields. Properties have the attribute BinderPointId, which allows a vfx to be bound to a specific point on a model (such as at the hilt of a sword). Binder points are specified in the skeleton's .mdl file, although this is not well-understood.

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Last updated 2 years ago

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