Right now I’m working on some lua-made effects, but I currently have a problem.
The CEffectData metatable doesn’t include enough functions to pass all the required information from my script to my custom effect. :bang:
Does anyone know a way to pass a lot of information to an effect (preferred in a table format).
Possibly by creating a new function in the CEffectData metatable (But how? I can’t do self.WhateverVar = 123 within the new function, because an effect is a userdata value, it’ll give an error.)?
I know that I can hack around this problem by using global variables, but that looks incredible messy.