# Fx (decl)

Fx declarations reference the sounds, materials, lights, particles (each defined in a separate stage), and the parameters needed to reproduce an effect in game.

## Syntax

fx [name]
{
{
[stage]
}
...
}

## Keywords

Keywords & Usage Description
name <string> The name of this action
delay <time> How long (in seconds) after starting the effect before this action happens
shake <time> <amplitude> <distance> <falloff> <impulse> Shake the player around a bit. Take a look at hkwalk.fx for a good example of this.
ignoreMaster Don’t shake the entity this effect is attached to
random <min>, <max> A random time added to the delay.
fire <sibling> Causes the sibling action to happen when this action does. This is a way of synching two random actions. See smallsparks.fx
duration <time> How long the action lasts before it is killed or restarted
restart <bool> Set to 1 if the action starts again after the ‘duration’ has run out
fadeIn <time> Fade in the RGB of the light or model over <time> seconds
fadeOut <time> Fade out the light/model. Ignored if fadeIn is set, you can use 2 seperate actions (tied together with uselight) if you want a light to fade in and out.
offset <x>, <y>, <z> Offset from the origin of the entity (or bind point) this action is located at
axis <x>, <y>, <z> Axis of the model, mutually exclusive with angle
angle <pitch>, <yaw>, <roll> Alternate way of setting the axis of the model
rotate <angle> Not used
light <material>, <red>, <green>, <blue>, <radius> Create a light