FxAddDebris: Difference between revisions

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(New page: __NOTOC__ {{Client function}} Creates a debris particle effect. ==Syntax== <syntaxhighlight lang="lua"> bool fxAddDebris ( float posX, float posY, float posZ, [int colorR=255, int colorG=0, int colorB=0,...)
 
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__NOTOC__
__NOTOC__
{{Client function}}
{{Client function}}
 
[[Image:Fxdebris.png|thumb|200px|Debris]]
Creates a debris particle effect.
Creates a debris particle effect (e.g. bits that fly off a car when ramming a wall).


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
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] )
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 ] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[Effect]].addDebris}}


===Required Arguments===
===Required Arguments===
*'''posX, posY, posZ:''' the world coordinates where the effect originates.
*'''posX, posY, posZ:''' the world coordinates where the debris originates.


===Optional Arguments===
===Optional Arguments===
{{OptionalArg}}
*'''colorR, colorG, colorB, colorA:''' the color and alpha (transparency) of the debris effect.
*'''colorR, colorG, colorB, colorA:''' the color and alpha (transparency) of the debris effect.
*'''scale:''' the size of the effect.
*'''scale:''' the size of the chunks.
*'''count:''' the number of effects to create.
*'''count:''' the number of chunks to create.
 
===Returns===
Returns a true if the operation was successful, false otherwise.
 
==Example==
<section name="Client" class="client" show="true">
This example will create a Debris Effect next to you when typing ''/debris'' in the Chatbox.
 
<syntaxhighlight lang="lua">
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)
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Client Effects functions}}
{{Client Effects functions}}

Latest revision as of 10:00, 21 June 2019

Debris

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 ] )

OOP Syntax Help! I don't understand this!

Method: Effect.addDebris(...)


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 [-]
Client

This 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