FxAddDebris: Difference between revisions
Jump to navigation
Jump to search
m (→Example) |
m (Removed from 'Needs Example' list) |
||
Line 36: | Line 36: | ||
==See Also== | ==See Also== | ||
{{Client Effects functions}} | {{Client Effects functions}} | ||
Revision as of 12:11, 25 May 2012
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.
Returns
Returns a true if the operation was successful, false otherwise.
Example
Click to collapse [-]
ClientThis 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
- createEffect
- fxAddBlood
- fxAddBulletImpact
- fxAddBulletSplash
- fxAddDebris
- fxAddFootSplash
- fxAddGlass
- fxAddGunshot
- fxAddPunchImpact
- fxAddSparks
- fxAddTankFire
- fxAddTyreBurst
- fxAddWaterHydrant
- fxAddWaterSplash
- fxAddWood
- getEffectDensity
- getEffectSpeed
- setEffectDensity
- setEffectSpeed