FxAddDebris: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
[[Image:Fxdebris.png|thumb|200px|Debris]] | |||
Creates a debris particle effect (e.g. bits that fly off a car when ramming a wall). | Creates a debris particle effect (e.g. bits that fly off a car when ramming a wall). | ||
Revision as of 18:15, 22 January 2010
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] )
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.
See Also
- createEffect
- fxAddBlood
- fxAddBulletImpact
- fxAddBulletSplash
- fxAddDebris
- fxAddFootSplash
- fxAddGlass
- fxAddGunshot
- fxAddPunchImpact
- fxAddSparks
- fxAddTankFire
- fxAddTyreBurst
- fxAddWaterHydrant
- fxAddWaterSplash
- fxAddWood
- getEffectDensity
- getEffectSpeed
- setEffectDensity
- setEffectSpeed