FxAddDebris: Difference between revisions

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


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

Revision as of 20:57, 2 January 2015

Debris

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] )

OOP Syntax Help! I don't understand this!

Method: Effect.addDebris(...)


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 [-]
Client

This 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