FxAddGlass: Difference between revisions

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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] )
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] )
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{{OOP||[[Effect]].addGlass}}


===Required Arguments===  
===Required Arguments===  

Revision as of 20:57, 2 January 2015

Glass

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] )

OOP Syntax Help! I don't understand this!

Method: Effect.addGlass(...)


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

This example shows you how to add a command to add glass effect.

function addGlassParticle(r,g,b,a,scale,count)
	local x,y,z = getElementPosition(localPlayer)
         fxAddGlass(x+3,y,z,r,g,b,a,scale,count)
end
addCommandHandler("addGlass",addGlassParticle)

See Also