FxAddGlass: Difference between revisions
		
		
		
		
		
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Returns a true if the operation was successful, false otherwise.    | Returns a true if the operation was successful, false otherwise.    | ||
==  | ==Examples==  | ||
<section name="Client" class="client" show="true">  | |||
This example shows you how to add a command to add glass effect.  | This example shows you how to add a command to add glass effect.  | ||
<syntaxhighlight lang="lua">function addGlassParticle(r,g,b,a,scale,count)  | <syntaxhighlight lang="lua">function addGlassParticle(r,g,b,a,scale,count)  | ||
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addCommandHandler("addGlass",addGlassParticle)  | addCommandHandler("addGlass",addGlassParticle)  | ||
</syntaxhighlight>  | </syntaxhighlight>  | ||
</section>  | |||
<section name="Client" class="client" show="true">  | |||
This example shows you how to add a glass effect to a map  | This example shows you how to add a glass effect to a map  | ||
<syntaxhighlight lang="lua">  | <syntaxhighlight lang="lua">  | ||
| Line 40: | Line 44: | ||
addEventHandler("onResourceStart",getResourceRootElement(getThisResource(), addPG)  | addEventHandler("onResourceStart",getResourceRootElement(getThisResource(), addPG)  | ||
</syntaxhighlight>  | </syntaxhighlight>  | ||
</section>  | |||
==See Also==  | ==See Also==  | ||
{{Client Effects functions}}  | {{Client Effects functions}}  | ||
Revision as of 12:14, 25 May 2012
This function creates a glass particle effect.
Syntax
bool fxAddGlass ( 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: A float representing the x position of the glass
 - posY: A float representing the y position of the glass
 - posZ: A float representing the z position of the glass
 
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 glass effect.
 - scale: A float representing the size of the particle effect, where 1 is the standard size.
 - count: The density of the particle effect.
 
Returns
Returns a true if the operation was successful, false otherwise.
Examples
Click to collapse [-]
ClientThis example shows you how to add a command to add glass effect.
function addGlassParticle(r,g,b,a,scale,count)
	x,y,z = getElementPosition(localPlayer)
   fxAddGlass(x+3,y,z,r,g,b,a,scale,count)
end
addCommandHandler("addGlass",addGlassParticle)
Click to collapse [-]
ClientThis example shows you how to add a glass effect to a map
function addPG()
   fxAddGlass(0,0,0,134,231,231,1,random(30,40))
end
addEventHandler("onResourceStart",getResourceRootElement(getThisResource(), addPG)
See Also
- createEffect
 - fxAddBlood
 - fxAddBulletImpact
 - fxAddBulletSplash
 - fxAddDebris
 - fxAddFootSplash
 - fxAddGlass
 - fxAddGunshot
 - fxAddPunchImpact
 - fxAddSparks
 - fxAddTankFire
 - fxAddTyreBurst
 - fxAddWaterHydrant
 - fxAddWaterSplash
 - fxAddWood
 - getEffectDensity
 - getEffectSpeed
 - setEffectDensity
 - setEffectSpeed