<trying to decide...>
This project was inspired by ShadowM's excellent
updated Slimes and discussion on The Amethyst Dragon's equally nasty
D&D Classic Gelatinous Cube.
Purpose: A VFX-based slime trap that drops from above onto a target.
I'm creating this in three parts for flexibility and depth:
1) Base-applied vfx. This is the primary effect and would be applied regardless of whether the trap hit or not. A medium glob of slime stretches down and plops to the floor, becoming larger, then backs off to face the target from (center) 2.25m away (which would be where the builder spawns in a living slime to enter combat). It then fades out and down like a dying slime. Impact anim is 6 seconds long, with the last 1/3 second in position. Duration anim is one second long in position. Cessation is 1 second long. This one is fire and forget.
2) Torso-aligned vfx: A one-size-fits-all VFX (not pheno) applied to the torso. Like the 1st part, it drops from above, but it is smaller and sticks to the torso for that fresh "I've been slimed!" appearance. It shrinks and fades when ended, but has a slightly animated blobby loop for as long as the script wants to apply it (-5CHA, anyone? ;-).
3) Head-aligned vfx: Like #2, it drops and sticks, but this time on the head (blindness, perhaps?) and will also have an impact (start), duration (loop) and cessation (end) anim.
In use, spawn a waypoint at the location/facing of the target to apply #1 (else it will be linked to the facing/movement of the target ever after) and apply #1.
If trap hits, apply #2 and/or #3 at a slight delay (or even before) so you get a *plop*... *plop**plop* effect :-)
<...who to call>