VRC_CombatSystem

🚧

Deprecated

This component is deprecated. It is not available in the latest VRChat SDK, and is either non-functional, or will no longer receive updates. It may be removed at a later date.

If added to a scene, health and damage can be added to all players in the scene. Use in conjunction with AddHealth and AddDamage. To target player objects with those trigger actions, leave the target gameobject parameter empty.

Parameter

Description

  • float* maxPlayerHealth

A float, representing the maximum health a player can have.

  • bool* respawnOnDeath

If true, players will automatically respawn to the respawnPoint post death, after repawnTime. If false, respawn must be handled manually.

  • GameObject* respawnPoint

A gameobject representing where players will respawn on death.

  • float* respawnTime

A float, representing the amount of time after player death, after which the player will respawn at the respawnPoint.

  • bool* resetHealthOnRespawn

If true, players' health will be set to maxPlayerHealth upon respawning.

  • GamObject* visualDamagePrefab

A gameobject that spawns when a player takes damage. If empty, there is a default damage indicator.

  • VRC_Trigger* onPlayerKilledTrigger

A trigger that is called with a player's health reaches zero.

  • VRC_Trigger* onPlayerHealedTrigger

A trigger that is called when a player is healed.

  • VRC_Trigger* onPlayerDamagedTrigger

A trigger that is called when a player takes damage.

  • System.Action<VRC_PlayerApi>* onPlayerKilled

A function that is called with a player's health reaches zero. Requires scripting.

  • System.Action<VRC_PlayerApi>* onPlayerHealed

A function that is called when a player is healed. Requires scripting.

  • System.Action<VRC_PlayerApi>* onPlayerDamaged

A function that is called when a player is damaged. Requires scripting.

  • System.Action<VRC_PlayerApi>* onSetupPlayer

A function that is called during player setup. Use this to setup the player. Requires scripting.