Notifications and Effects¶
RaG Core includes notification icons and registered particle effects that dependent addons can reference without shipping duplicate assets.
Notification icons¶
Send a standard DayZ extended notification with a Core icon:
NotificationSystem.SendNotificationToPlayerIdentityExtended(identity, 10.0, "VEHICLE EVENT", "Your vehicle scan is complete.", RaG_Notifications.CARLIFT_ICON);
Available constants:
| Constant | Intended visual |
|---|---|
RaG_Notifications.FENRIR_ICON |
Fenrir |
RaG_Notifications.THUNDER_ICON |
Thunder/lightning |
RaG_Notifications.CARLIFT_ICON |
Vehicle lift |
RaG_Notifications.BEAR_ICON |
Bear |
RaG_Notifications.CAR_ICON |
Vehicle |
RaG_Notifications.PVP_ICON |
PvP |
RaG_Notifications.WOLF_ICON |
Wolf |
RaG_Notifications.ZOMBIE_ICON |
Infected |
RaG_Notifications.BLOOD_ICON |
Blood loss |
RaG_Notifications.WATER_ICON |
Dehydration |
RaG_Notifications.FOOD_ICON |
Starvation |
RaG_Notifications.DRAGON_ICON |
Dragon |
These constants resolve to paths under RaG_Core\data\Notifications\.
Registered particles¶
Core adds particle IDs to ParticleList. Examples:
Particle water = ParticleManager.GetInstance().PlayInWorld( ParticleList.EFF_RAG_WELLWATER, spawnPosition);
Particle lantern = Particle.PlayOnObject( ParticleList.VIKING_LANTERN, parentObject, "0 0.5 0", "0 0 0", true);
Available IDs include:
| Group | Constants |
|---|---|
| Dragon fire | DRAGON_FIRE_BREATH, DRAGON_FIRE_PLAYER, DRAGON_FIRE_BALL, DRAGON_FIRE_BALL_GROUND, DRAGON_FIRE_BALL_IMPACT |
| Celebration | EFF_RAG_CONFETTI |
| Beehive and smoker | ENV_BEEHIVE_BEES, BEEHIVE_SMOKER, EFF_SMOKER_UP, EFF_SMOKER, EFF_SMOKER_DOOR_OPEN |
| World objects | EFF_TABLESAW, VIKING_LANTERN, EFF_RAG_WELLWATER |
| Hazard and atmosphere | EFF_TOXICBEAR, SPOOKY_AREA_GASS, SPOOKY_AREA_GAS_TINY, SPOOKY_AREA_GAS_AROUND, PEDESTAL_EFF |
EffectParticle wrappers¶
Core also provides ready-made EffectParticle classes such as EffRaGConfetti, EffBeeHiveBees, EffBeeSmoker, EffTableSaw, EffRaGWellWater, and the dragon-fire wrappers.
protected ref EffRaGConfetti m_Confetti;
void PlayConfetti(Object parent)
{
if (m_Confetti)
return;
m_Confetti = new EffRaGConfetti();
SEffectManager.PlayOnObject(m_Confetti, parent, "0 1 0");
}
Store references when the effect lifecycle requires it, and stop or destroy looping effects when the parent is deleted or the feature turns off.
Temperature-source setters¶
Core extends UniversalTemperatureSource with runtime setters:
source.SetPosition(position);
source.SetFullRange(2.0);
source.SetMaxRange(5.0);
source.SetTemperatureCap(30.0);
source.SetTemperatureItemCap(60.0);
source.SetTemperatureItemCoef(0.5);
source.SetParent(parentEntity);
source.SetEnableOnTemperatureControl(true);
source.SetManualUpdate(false);
These methods modify the existing source settings. Your addon is still responsible for constructing the vanilla temperature source correctly and managing its activation and lifetime.
Asset compatibility¶
Notification paths and particle constants are convenient shared assets, but they are not a substitute for addon-owned branding. Use Core assets when their meaning matches your feature. If a visual is specific to your addon or part of its identity, ship it in your own PBO.
Do not reference files by Workshop installation path. Use the config/script constants or PBO-relative paths exposed by Core.