FxAddDebris: Difference between revisions
		
		
		
		
		
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==See Also==  | ==See Also==  | ||
{{Client Effects functions}}  | {{Client Effects functions}}  | ||
Revision as of 12:11, 25 May 2012
Creates a debris particle effect (e.g. bits that fly off a car when ramming a wall).
Syntax
bool fxAddDebris ( float posX, float posY, float posZ, [int colorR=255, int colorG=0, int colorB=0, int colorA=255, float scale=1.0, int count=1] )
Required Arguments
- posX, posY, posZ: the world coordinates where the debris originates.
 
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- colorR, colorG, colorB, colorA: the color and alpha (transparency) of the debris effect.
 - scale: the size of the chunks.
 - count: the number of chunks to create.
 
Returns
Returns a true if the operation was successful, false otherwise.
Example
Click to collapse [-]
ClientThis example will create a Debris Effect next to you when typing /debris in the Chatbox.
addCommandHandler("debris", function()
    local x, y, z = getElementPosition(localPlayer)
    local randomColor, randomAmount = math.random(0, 255), math.random(4, 8)
    fxAddDebris(x, y, z, randomColor, randomColor, randomColor, 255, 1.0, randomAmount)
end)
See Also
- createEffect
 - fxAddBlood
 - fxAddBulletImpact
 - fxAddBulletSplash
 - fxAddDebris
 - fxAddFootSplash
 - fxAddGlass
 - fxAddGunshot
 - fxAddPunchImpact
 - fxAddSparks
 - fxAddTankFire
 - fxAddTyreBurst
 - fxAddWaterHydrant
 - fxAddWaterSplash
 - fxAddWood
 - getEffectDensity
 - getEffectSpeed
 - setEffectDensity
 - setEffectSpeed