FxAddBulletImpact: Difference between revisions
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{{Client function}} | {{Client function}} | ||
[[Image:Fxbulletimpact.png|thumb|200px|Bullet impact]] | |||
Creates a bullet impact particle effect, consisting of a small smoke cloud and a number of sparks. | Creates a bullet impact particle effect, consisting of a small smoke cloud and a number of sparks. | ||
Revision as of 18:14, 22 January 2010
Creates a bullet impact particle effect, consisting of a small smoke cloud and a number of sparks.
Syntax
bool fxAddBulletImpact ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [int smokeSize=1, int sparkCount=1, float smokeIntensity=1.0] )
Required Arguments
- posX, posY, posZ: the world coordinates where the effect originates.
- dirX, dirY, dirZ: a vector indicating the direction of the effect.
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.
- smokeSize: the size of the smoke cloud.
- sparkCount: the number of sparks to create.
- smokeIntensity: the amount/transparency of smoke, ranges from 0 to 1.
See Also
- createEffect
- fxAddBlood
- fxAddBulletImpact
- fxAddBulletSplash
- fxAddDebris
- fxAddFootSplash
- fxAddGlass
- fxAddGunshot
- fxAddPunchImpact
- fxAddSparks
- fxAddTankFire
- fxAddTyreBurst
- fxAddWaterHydrant
- fxAddWaterSplash
- fxAddWood
- getEffectDensity
- getEffectSpeed
- setEffectDensity
- setEffectSpeed