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Contact Support - Help Center Get help on the UGX Discord. Join it now!playfxOnTag( fx, self, "j_neck" );
"env/fire/fx_fire_player_torso"


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-use a looping fx / edit the fx and make it looping in EffectsEd
-make the script that plays the FX loop, so that once it's done it'll start over

Only thing to add to what blunt said would be you may want to spawn a tag_origin and link it to the zombie so when the zombie dies you can delete it and shut the fx off. Otherwise you will end up with a dead zombie on the ground with the fx still playing... Similar to zombie_eye_glow function in zombiemode_spawner. You may not want the extra ent though, in which I would go with the loop and just check if the zombie is still alive before playing the fx again.
I would also add a delay so it doesn't start immediately on spawn, cause I noticed some stray fx when the zombie gets killed too quickly, if that is even a possibility in your case.

![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
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The fx was supposedly lopping, or at least that was what FxEditor said.
I'm using the second option and works well (I didn't think it before lol).
