FxAddBlood: Difference between revisions
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===Optional Arguments=== | ===Optional Arguments=== | ||
*'''count:''' the number of effects to create. | *'''count:''' the number of effects to create. | ||
*'''brightness:''' the brightness. Ranges from 0 to 1. | *'''brightness:''' the brightness. Ranges from 0 (almost black) to 1 (normal color). | ||
==See Also== | ==See Also== | ||
{{Client Effects functions}} | {{Client Effects functions}} |
Revision as of 20:37, 25 June 2008
Creates a blood splatter particle effect.
Syntax
bool fxAddBlood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [int count=1, float brightness=1.0] )
Required Arguments
- posX, posY, posZ: the world coordinates where the effect originates.
- dirX, dirY, dirZ: a direction vector indicating where the blood flies to.
Optional Arguments
- count: the number of effects to create.
- brightness: the brightness. Ranges from 0 (almost black) to 1 (normal color).
See Also
- createEffect
- fxAddBlood
- fxAddBulletImpact
- fxAddBulletSplash
- fxAddDebris
- fxAddFootSplash
- fxAddGlass
- fxAddGunshot
- fxAddPunchImpact
- fxAddSparks
- fxAddTankFire
- fxAddTyreBurst
- fxAddWaterHydrant
- fxAddWaterSplash
- fxAddWood
- getEffectDensity
- getEffectSpeed
- setEffectDensity
- setEffectSpeed