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	<id>https://wiki.multitheftauto.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Konders</id>
	<title>Multi Theft Auto: Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.multitheftauto.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Konders"/>
	<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/wiki/Special:Contributions/Konders"/>
	<updated>2026-05-14T18:25:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=DgsGridListSetRowAsSection&amp;diff=65261</id>
		<title>DgsGridListSetRowAsSection</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=DgsGridListSetRowAsSection&amp;diff=65261"/>
		<updated>2020-02-25T13:04:40Z</updated>

		<summary type="html">&lt;p&gt;Konders: /* Syntax */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Client function}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This function sets whether the row is section.&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
string dgsGridListSetRowAsSection( element gridlist, int row [, bool enable = false, bool enableClickAndSelect = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''gridlist:''' The dgs grid list you want to set.&lt;br /&gt;
*'''row:''' The row index of the grid list.&lt;br /&gt;
&lt;br /&gt;
===Optional Arguments===&lt;br /&gt;
*'''enable:''' Whether the section mode enabled or not.&lt;br /&gt;
*'''enableClickAndSelect:''' Whether enable click and select.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns true if succeed, false otherwise&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
DGS = exports.dgs&lt;br /&gt;
local playerList = DGS:dgsCreateGridList (346, 163, 433, 403, false )  --Create the grid list element&lt;br /&gt;
local column = DGS:dgsGridListAddColumn( playerList, &amp;quot;Player&amp;quot;, 0.5 )  --Create a players column in the list&lt;br /&gt;
local row = DGS:dgsGridListAddRow ( playerList )&lt;br /&gt;
DGS:dgsGridListSetItemText ( playerList, row, column, &amp;quot;Player Name&amp;quot; )&lt;br /&gt;
DGS:dgsGridListSetRowAsSection ( playerList, row, true )&lt;br /&gt;
&lt;br /&gt;
for id, player in ipairs(getElementsByType(&amp;quot;player&amp;quot;)) do&lt;br /&gt;
	local row = DGS:dgsGridListAddRow ( playerList )&lt;br /&gt;
	DGS:dgsGridListSetItemText ( playerList, row, column, getPlayerName ( player ) )&lt;br /&gt;
end &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{DGSFUNCTIONS}}&lt;/div&gt;</summary>
		<author><name>Konders</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=DxCreateRenderTarget&amp;diff=65171</id>
		<title>DxCreateRenderTarget</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=DxCreateRenderTarget&amp;diff=65171"/>
		<updated>2020-02-16T06:23:21Z</updated>

		<summary type="html">&lt;p&gt;Konders: Fixed example, now its works fine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Client function}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This function creates a render target element, which is a special type of [[texture]] that can be drawn on with the dx functions. Successful render target creation is not guaranteed, and may fail due to hardware or memory limitations.&lt;br /&gt;
&lt;br /&gt;
To see if creation is likely to fail, use [[dxGetStatus]]. (When '''VideoMemoryFreeForMTA''' is zero, failure ''is'' guaranteed.)&lt;br /&gt;
{{Tip|Use [[dxSetBlendMode]] to get better quality}}&lt;br /&gt;
{{Tip|It is highly recommended that [[dxSetTestMode]] is used when writing and testing scripts using dxCreateRenderTarget.}}&lt;br /&gt;
{{Note|Render targets are usually cleared when the player minimizes MTA (i.e. alt-tab). See [[onClientRestore]] for details on when to restore any fixed content.}}&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
element dxCreateRenderTarget ( int width, int height [, bool withAlpha = false ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
{{OOP||[[Texture|DxRenderTarget]]}}&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''width :''' The width of the texture in pixels.&lt;br /&gt;
*'''height :''' The height of the texture in pixels.&lt;br /&gt;
*'''withAlpha:''' The render target will be created with an alpha channel. 'false' will turn images' alpha channels to black color&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a [[texture]] element if successful, ''false'' if the system is unable to create a render target.&lt;br /&gt;
&lt;br /&gt;
'''You should always check to see if this function has returned false.'''&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
What is a rendertarget?&lt;br /&gt;
A rendertarget is like a big, white paper(or if you set alpha to true, it will be a transparent paper) that you can draw on, &lt;br /&gt;
after you drawn on it, you can draw it as many times as you like, without impacting performance. It could be used for&lt;br /&gt;
dashboard, where a few hundred dxDraw* functions are called, so, instead of calling these every frame, you can just&lt;br /&gt;
draw it on a render target, and draw the render target, instead of every information one by one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local myRenderTarget = dxCreateRenderTarget(500, 500, true)&lt;br /&gt;
addEventHandler(&amp;quot;onClientResourceStart&amp;quot;, resourceRoot,&lt;br /&gt;
    function()&lt;br /&gt;
        myRenderTarget = dxCreateRenderTarget( 80, 100 )            -- Create a render target texture which is 80 x 100 pixels&lt;br /&gt;
    end&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
addEventHandler( &amp;quot;onClientRender&amp;quot;, root,&lt;br /&gt;
    function()&lt;br /&gt;
        if myRenderTarget then&lt;br /&gt;
            dxSetRenderTarget( myRenderTarget )                     -- Start drawing on myRenderTarget&lt;br /&gt;
            dxDrawText ( &amp;quot;Hello&amp;quot;, 10, 20 )                          -- Draw a message&lt;br /&gt;
            dxSetRenderTarget()                                     -- Stop drawing on myRenderTarget&lt;br /&gt;
&lt;br /&gt;
            dxDrawImage( 50,  50,  100, 100, myRenderTarget )       -- Now use myRenderTarget as a material and draw it lots of times&lt;br /&gt;
            dxDrawImage( 150, 350, 150, 100, myRenderTarget )&lt;br /&gt;
            dxDrawImage( 250, 250, 100, 150, myRenderTarget )&lt;br /&gt;
            dxDrawImage( 350, 30,  150, 150, myRenderTarget )&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
-- Function to draw text to our render target with '''modulate_add''' blend mode when the 'r' key is pressed&lt;br /&gt;
--&lt;br /&gt;
function updateRenderTarget()&lt;br /&gt;
    dxSetRenderTarget(myRenderTarget, true)&lt;br /&gt;
    dxSetBlendMode(&amp;quot;modulate_add&amp;quot;)  -- Set 'modulate_add' when drawing stuff on the render target&lt;br /&gt;
&lt;br /&gt;
    dxDrawText(&amp;quot;Testing &amp;quot;..getTickCount(), 0, 0, 0, 0, tocolor(255, 255, 255, 255), 2, &amp;quot;clear&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
    dxSetBlendMode(&amp;quot;blend&amp;quot;)         -- Restore default blending&lt;br /&gt;
    dxSetRenderTarget()             -- Restore default render target&lt;br /&gt;
end&lt;br /&gt;
bindKey(&amp;quot;r&amp;quot;, &amp;quot;down&amp;quot;, updateRenderTarget )&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Drawing_functions}}&lt;br /&gt;
&lt;br /&gt;
[[hu:dxCreateRenderTarget]]&lt;/div&gt;</summary>
		<author><name>Konders</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=XmlLoadString&amp;diff=64967</id>
		<title>XmlLoadString</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=XmlLoadString&amp;diff=64967"/>
		<updated>2020-02-01T12:44:59Z</updated>

		<summary type="html">&lt;p&gt;Konders: fixed tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Server client function}}&lt;br /&gt;
{{New feature/item|3.0160|1.5.7|19626|This function creates an [[Xmlnode]] from a string input.}}&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
xmlnode xmlLoadString ( string xmlString )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
{{OOP|This function is a static function underneath the XML class.|[[XML]].loadstring||}}&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''xmlString:''' A string containing XML data&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns the root [[xmlnode]] object of an xml string if successful, or ''false'' otherwise (invalid XML string).&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
This example loads an XML string and loops the children while outputting to debugscript.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local rootNode = xmlLoadString(&amp;quot;&amp;lt;animals test='x'&amp;gt;&amp;lt;monkey name='crosroad'&amp;gt;&amp;lt;/monkey&amp;gt; &amp;lt;fox name='luxy'&amp;gt;&amp;lt;/fox&amp;gt;&amp;lt;/animals&amp;gt;&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
if rootNode then&lt;br /&gt;
	local rootAttributes = xmlNodeGetAttributes(rootNode)&lt;br /&gt;
	print(&amp;quot;Root Node&amp;quot;, &amp;quot;Name: &amp;quot;..xmlNodeGetName(rootNode),  &amp;quot;Attributes :&amp;quot;..toJSON(rootAttributes))&lt;br /&gt;
	&lt;br /&gt;
	local children = xmlNodeGetChildren(rootNode)&lt;br /&gt;
	&lt;br /&gt;
	for i, childNode in ipairs(children) do&lt;br /&gt;
		local attributes = xmlNodeGetAttributes(childNode)&lt;br /&gt;
		print(&amp;quot;Child #&amp;quot;..i, &amp;quot;Name: &amp;quot;..xmlNodeGetName(childNode), &amp;quot;Attributes :&amp;quot;..toJSON(attributes))&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Shared xml functions}}&lt;br /&gt;
[[ru:xmlLoadString]]&lt;/div&gt;</summary>
		<author><name>Konders</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=XmlLoadString&amp;diff=64966</id>
		<title>XmlLoadString</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=XmlLoadString&amp;diff=64966"/>
		<updated>2020-02-01T12:43:17Z</updated>

		<summary type="html">&lt;p&gt;Konders: changed example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Server client function}}&lt;br /&gt;
{{New feature/item|3.0160|1.5.7|19626|This function creates an [[Xmlnode]] from a string input.}}&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
xmlnode xmlLoadString ( string xmlString )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
{{OOP|This function is a static function underneath the XML class.|[[XML]].loadstring||}}&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''xmlString:''' A string containing XML data&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns the root [[xmlnode]] object of an xml string if successful, or ''false'' otherwise (invalid XML string).&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
This example loads an XML string and loops the children while outputting to debugscript.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local rootNode = xmlLoadString(&amp;quot;&amp;lt;animals test='x'&amp;gt;&amp;lt;monkey name='crosroad'&amp;gt;&amp;lt;/monkey&amp;gt; &amp;lt;fox name='luxy'&amp;gt;&amp;lt;/turtle&amp;gt;&amp;lt;/animals&amp;gt;&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
if rootNode then&lt;br /&gt;
	local rootAttributes = xmlNodeGetAttributes(rootNode)&lt;br /&gt;
	print(&amp;quot;Root Node&amp;quot;, &amp;quot;Name: &amp;quot;..xmlNodeGetName(rootNode),  &amp;quot;Attributes :&amp;quot;..toJSON(rootAttributes))&lt;br /&gt;
	&lt;br /&gt;
	local children = xmlNodeGetChildren(rootNode)&lt;br /&gt;
	&lt;br /&gt;
	for i, childNode in ipairs(children) do&lt;br /&gt;
		local attributes = xmlNodeGetAttributes(childNode)&lt;br /&gt;
		print(&amp;quot;Child #&amp;quot;..i, &amp;quot;Name: &amp;quot;..xmlNodeGetName(childNode), &amp;quot;Attributes :&amp;quot;..toJSON(attributes))&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Shared xml functions}}&lt;br /&gt;
[[ru:xmlLoadString]]&lt;/div&gt;</summary>
		<author><name>Konders</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Element/Effect&amp;diff=62025</id>
		<title>Element/Effect</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Element/Effect&amp;diff=62025"/>
		<updated>2019-01-25T15:32:41Z</updated>

		<summary type="html">&lt;p&gt;Konders: /* Related scripting functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{New items|3.0140|1.4|&lt;br /&gt;
The Effect class represents custom effect elements in the game world such as smoke, sparks, fire etc.&lt;br /&gt;
&lt;br /&gt;
The element type of this class is '''&amp;quot;effect&amp;quot;'''.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Effects list ==&lt;br /&gt;
There are 82 effects.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;--A table containing all effect names.&lt;br /&gt;
local effectNames = {&lt;br /&gt;
&amp;quot;blood_heli&amp;quot;,&amp;quot;boat_prop&amp;quot;,&amp;quot;camflash&amp;quot;,&amp;quot;carwashspray&amp;quot;,&amp;quot;cement&amp;quot;,&amp;quot;cloudfast&amp;quot;,&amp;quot;coke_puff&amp;quot;,&amp;quot;coke_trail&amp;quot;,&amp;quot;cigarette_smoke&amp;quot;,&lt;br /&gt;
&amp;quot;explosion_barrel&amp;quot;,&amp;quot;explosion_crate&amp;quot;,&amp;quot;explosion_door&amp;quot;,&amp;quot;exhale&amp;quot;,&amp;quot;explosion_fuel_car&amp;quot;,&amp;quot;explosion_large&amp;quot;,&amp;quot;explosion_medium&amp;quot;,&lt;br /&gt;
&amp;quot;explosion_molotov&amp;quot;,&amp;quot;explosion_small&amp;quot;,&amp;quot;explosion_tiny&amp;quot;,&amp;quot;extinguisher&amp;quot;,&amp;quot;flame&amp;quot;,&amp;quot;fire&amp;quot;,&amp;quot;fire_med&amp;quot;,&amp;quot;fire_large&amp;quot;,&amp;quot;flamethrower&amp;quot;,&lt;br /&gt;
&amp;quot;fire_bike&amp;quot;,&amp;quot;fire_car&amp;quot;,&amp;quot;gunflash&amp;quot;,&amp;quot;gunsmoke&amp;quot;,&amp;quot;insects&amp;quot;,&amp;quot;heli_dust&amp;quot;,&amp;quot;jetpack&amp;quot;,&amp;quot;jetthrust&amp;quot;,&amp;quot;nitro&amp;quot;,&amp;quot;molotov_flame&amp;quot;,&lt;br /&gt;
&amp;quot;overheat_car&amp;quot;,&amp;quot;overheat_car_electric&amp;quot;,&amp;quot;prt_blood&amp;quot;,&amp;quot;prt_boatsplash&amp;quot;,&amp;quot;prt_bubble&amp;quot;,&amp;quot;prt_cardebris&amp;quot;,&amp;quot;prt_collisionsmoke&amp;quot;,&lt;br /&gt;
&amp;quot;prt_glass&amp;quot;,&amp;quot;prt_gunshell&amp;quot;,&amp;quot;prt_sand&amp;quot;,&amp;quot;prt_sand2&amp;quot;,&amp;quot;prt_smokeII_3_expand&amp;quot;,&amp;quot;prt_smoke_huge&amp;quot;,&amp;quot;prt_spark&amp;quot;,&amp;quot;prt_spark_2&amp;quot;,&lt;br /&gt;
&amp;quot;prt_splash&amp;quot;,&amp;quot;prt_wake&amp;quot;,&amp;quot;prt_watersplash&amp;quot;,&amp;quot;prt_wheeldirt&amp;quot;,&amp;quot;petrolcan&amp;quot;,&amp;quot;puke&amp;quot;,&amp;quot;riot_smoke&amp;quot;,&amp;quot;spraycan&amp;quot;,&amp;quot;smoke30lit&amp;quot;,&amp;quot;smoke30m&amp;quot;,&lt;br /&gt;
&amp;quot;smoke50lit&amp;quot;,&amp;quot;shootlight&amp;quot;,&amp;quot;smoke_flare&amp;quot;,&amp;quot;tank_fire&amp;quot;,&amp;quot;teargas&amp;quot;,&amp;quot;teargasAD&amp;quot;,&amp;quot;tree_hit_fir&amp;quot;,&amp;quot;tree_hit_palm&amp;quot;,&amp;quot;vent&amp;quot;,&amp;quot;vent2&amp;quot;,&lt;br /&gt;
&amp;quot;water_hydrant&amp;quot;,&amp;quot;water_ripples&amp;quot;,&amp;quot;water_speed&amp;quot;,&amp;quot;water_splash&amp;quot;,&amp;quot;water_splash_big&amp;quot;,&amp;quot;water_splsh_sml&amp;quot;,&amp;quot;water_swim&amp;quot;,&amp;quot;waterfall_end&amp;quot;,&lt;br /&gt;
&amp;quot;water_fnt_tme&amp;quot;,&amp;quot;water_fountain&amp;quot;,&amp;quot;wallbust&amp;quot;,&amp;quot;WS_factorysmoke&amp;quot;&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size: 12px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Description&lt;br /&gt;
&amp;lt;!--!width=&amp;quot;160&amp;quot;|Image--&amp;gt;&lt;br /&gt;
&amp;lt;!--!width=&amp;quot;50&amp;quot;|Rotatable--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|blood_heli&lt;br /&gt;
|bloody explosion&lt;br /&gt;
|-&lt;br /&gt;
|boat_prop&lt;br /&gt;
|a surf &lt;br /&gt;
|-&lt;br /&gt;
|camflash&lt;br /&gt;
|small flare &lt;br /&gt;
|-&lt;br /&gt;
|carwashspray&lt;br /&gt;
|steam, as on a carwash &lt;br /&gt;
|-&lt;br /&gt;
|cement&lt;br /&gt;
|cement &lt;br /&gt;
|-&lt;br /&gt;
|cloudfast&lt;br /&gt;
|fast clouds &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|coke_puff&lt;br /&gt;
|puff of a coke &lt;br /&gt;
|-&lt;br /&gt;
|coke_trail&lt;br /&gt;
|a pouring water &lt;br /&gt;
|-&lt;br /&gt;
|cigarette_smoke&lt;br /&gt;
|a smoke from a cigarette &lt;br /&gt;
|-&lt;br /&gt;
|explosion_barrel&lt;br /&gt;
|explosion and splinters of a box &lt;br /&gt;
|-&lt;br /&gt;
|explosion_crate&lt;br /&gt;
|explosion and splinters of the large box &lt;br /&gt;
|-&lt;br /&gt;
|explosion_door&lt;br /&gt;
|a smoke with sparks &lt;br /&gt;
|-&lt;br /&gt;
|exhale&lt;br /&gt;
|a small smoke &lt;br /&gt;
|-&lt;br /&gt;
|explosion_fuel_car&lt;br /&gt;
|explosion, as from the machine &lt;br /&gt;
|-&lt;br /&gt;
|explosion_large&lt;br /&gt;
|the large explosion &lt;br /&gt;
|-&lt;br /&gt;
|explosion_medium&lt;br /&gt;
|average explosion &lt;br /&gt;
|-&lt;br /&gt;
|explosion_molotov&lt;br /&gt;
|explosion, as from a molotov cocktail &lt;br /&gt;
|-&lt;br /&gt;
|explosion_small&lt;br /&gt;
|small explosion &lt;br /&gt;
|-&lt;br /&gt;
|explosion_tiny&lt;br /&gt;
|very small explosion &lt;br /&gt;
|-&lt;br /&gt;
|extinguisher&lt;br /&gt;
|foam of the fire extinguisher &lt;br /&gt;
|-&lt;br /&gt;
|flame&lt;br /&gt;
|small fire &lt;br /&gt;
|-&lt;br /&gt;
|fire&lt;br /&gt;
|fire &lt;br /&gt;
|-&lt;br /&gt;
|fire_med&lt;br /&gt;
|average fire &lt;br /&gt;
|-&lt;br /&gt;
|fire_large&lt;br /&gt;
|large fire &lt;br /&gt;
|-&lt;br /&gt;
|flamethrower&lt;br /&gt;
|fire of the flamethrower &lt;br /&gt;
|-&lt;br /&gt;
|fire_bike&lt;br /&gt;
|fire, as from a burning motorcycle &lt;br /&gt;
|-&lt;br /&gt;
|fire_car&lt;br /&gt;
|fire, as from the burning machine &lt;br /&gt;
|-&lt;br /&gt;
|gunflash&lt;br /&gt;
|as the bullet from a trunk takes off &lt;br /&gt;
|-&lt;br /&gt;
|gunsmoke&lt;br /&gt;
|a smoke from a gun &lt;br /&gt;
|-&lt;br /&gt;
|insects&lt;br /&gt;
|insects &lt;br /&gt;
|-&lt;br /&gt;
|heli_dust&lt;br /&gt;
|a dust, as from the helicopter &lt;br /&gt;
|-&lt;br /&gt;
|jetpack&lt;br /&gt;
|a jetpacks fire &lt;br /&gt;
|-&lt;br /&gt;
|jetthrust&lt;br /&gt;
|fire from the muffler of the machine, as during use of nitrogen&lt;br /&gt;
|- &lt;br /&gt;
|nitro&lt;br /&gt;
|nitro &lt;br /&gt;
|-&lt;br /&gt;
|molotov_flame&lt;br /&gt;
|fire from a Molotov Cocktail &lt;br /&gt;
|-&lt;br /&gt;
|overheat_car&lt;br /&gt;
|smoke from damaged car &lt;br /&gt;
|-&lt;br /&gt;
|overheat_car_electric&lt;br /&gt;
|wrecked electro-machine &lt;br /&gt;
|-&lt;br /&gt;
|prt_blood&lt;br /&gt;
|spark? maybe meant to be a mini red blood splash&lt;br /&gt;
|-&lt;br /&gt;
|prt_boatsplash&lt;br /&gt;
|foam &lt;br /&gt;
|-&lt;br /&gt;
|prt_bubble&lt;br /&gt;
|bubble&lt;br /&gt;
|-&lt;br /&gt;
|prt_cardebris&lt;br /&gt;
|splinters from a box &lt;br /&gt;
|-&lt;br /&gt;
|prt_collisionsmoke&lt;br /&gt;
|a dense white smoke &lt;br /&gt;
|-&lt;br /&gt;
|prt_glass&lt;br /&gt;
|a crashing glass &lt;br /&gt;
|-&lt;br /&gt;
|prt_gunshell&lt;br /&gt;
|shells &lt;br /&gt;
|-&lt;br /&gt;
|prt_sand&lt;br /&gt;
|sand, which was scattered &lt;br /&gt;
|-&lt;br /&gt;
|prt_sand2&lt;br /&gt;
|there is less sand, than in previous animation &lt;br /&gt;
|-&lt;br /&gt;
|prt_smokeII_3_expand&lt;br /&gt;
|a grey smoke &lt;br /&gt;
|-&lt;br /&gt;
|prt_smoke_huge&lt;br /&gt;
|there is a lot of grey smoke &lt;br /&gt;
|-&lt;br /&gt;
|prt_spark&lt;br /&gt;
|of a spark &lt;br /&gt;
|-&lt;br /&gt;
|prt_spark_2&lt;br /&gt;
|the large sparks &lt;br /&gt;
|-&lt;br /&gt;
|prt_splash&lt;br /&gt;
|burst &lt;br /&gt;
|-&lt;br /&gt;
|prt_wake&lt;br /&gt;
|a wave &lt;br /&gt;
|-&lt;br /&gt;
|prt_watersplash&lt;br /&gt;
|sparks &lt;br /&gt;
|-&lt;br /&gt;
|prt_wheeldirt&lt;br /&gt;
|sparks from wheels of the car&lt;br /&gt;
|- &lt;br /&gt;
|petrolcan&lt;br /&gt;
|a jet &lt;br /&gt;
|-&lt;br /&gt;
|puke&lt;br /&gt;
|belch &lt;br /&gt;
|-&lt;br /&gt;
|riot_smoke&lt;br /&gt;
|there is a lot of smoke &lt;br /&gt;
|-&lt;br /&gt;
|spraycan&lt;br /&gt;
|spray &lt;br /&gt;
|-&lt;br /&gt;
|smoke30lit&lt;br /&gt;
|a smoke &lt;br /&gt;
|-&lt;br /&gt;
|smoke30m&lt;br /&gt;
|a rich smoke &lt;br /&gt;
|-&lt;br /&gt;
|smoke50lit&lt;br /&gt;
|more richer smoke &lt;br /&gt;
|-&lt;br /&gt;
|shootlight&lt;br /&gt;
|a light being shot out (used for searchlights), sparks and glass&lt;br /&gt;
|-&lt;br /&gt;
|smoke_flare&lt;br /&gt;
|a light being shot out, sparks and glass, it makes a good firework effect&lt;br /&gt;
|-&lt;br /&gt;
|tank_fire&lt;br /&gt;
|a shot from the tank &lt;br /&gt;
|-&lt;br /&gt;
|teargas&lt;br /&gt;
|gas, as from gas grenade &lt;br /&gt;
|-&lt;br /&gt;
|teargasAD&lt;br /&gt;
|gas, as from small gas grenade &lt;br /&gt;
|-&lt;br /&gt;
|tree_hit_fir&lt;br /&gt;
|leaf falling &lt;br /&gt;
|-&lt;br /&gt;
|tree_hit_palm&lt;br /&gt;
|falling of pair large leafs &lt;br /&gt;
|-&lt;br /&gt;
|vent&lt;br /&gt;
|slowly dissipating a smoke &lt;br /&gt;
|-&lt;br /&gt;
|vent2&lt;br /&gt;
|practically too most &lt;br /&gt;
|-&lt;br /&gt;
|water_hydrant&lt;br /&gt;
|the large flow of water &lt;br /&gt;
|-&lt;br /&gt;
|water_ripples&lt;br /&gt;
|circles on water &lt;br /&gt;
|-&lt;br /&gt;
|water_speed&lt;br /&gt;
|the large sparks from water &lt;br /&gt;
|-&lt;br /&gt;
|water_splash&lt;br /&gt;
|small sparks from water &lt;br /&gt;
|-&lt;br /&gt;
|water_splash_big&lt;br /&gt;
|average sparks &lt;br /&gt;
|-&lt;br /&gt;
|water_splsh_sml&lt;br /&gt;
|sparks, only them it is not visible almost &lt;br /&gt;
|-&lt;br /&gt;
|water_swim&lt;br /&gt;
|small sparks at navigation &lt;br /&gt;
|-&lt;br /&gt;
|waterfall_end&lt;br /&gt;
|there is a lot of pair &lt;br /&gt;
|-&lt;br /&gt;
|water_fnt_tme&lt;br /&gt;
|the large flow of water &lt;br /&gt;
|-&lt;br /&gt;
|water_fountain&lt;br /&gt;
|water of a fountain &lt;br /&gt;
|-&lt;br /&gt;
|wallbust&lt;br /&gt;
|a disappearing heap pair &lt;br /&gt;
|-&lt;br /&gt;
|WS_factorysmoke&lt;br /&gt;
|smoke&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Related scripting functions==&lt;br /&gt;
===Client===&lt;br /&gt;
* [[createEffect]]&lt;br /&gt;
* [[setEffectSpeed]]&lt;br /&gt;
* [[getEffectSpeed]]&lt;br /&gt;
* [[setEffectDensity]]&lt;br /&gt;
* [[getEffectDensity]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Element Types]]&lt;br /&gt;
&lt;br /&gt;
[[hu:Element/Effect]]&lt;br /&gt;
[[ru:Element/Effect]]&lt;/div&gt;</summary>
		<author><name>Konders</name></author>
	</entry>
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