FxAddGlass: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
Line 23: Line 23:
Returns a true if the operation was successful, false otherwise.  
Returns a true if the operation was successful, false otherwise.  


==Example==
==Example 1==
This page lacks an example
This example shows you how to add a command to add glass effect.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function addGlassParticle(x,y,z,r,g,b,scale,count)
function addGlassParticle(x,y,z,r,g,b,scale,count)
Line 30: Line 30:
end
end
addCommandHandler("addGlass",addGlassParticle)
addCommandHandler("addGlass",addGlassParticle)
</syntaxhighlight>
This example shows you how to add a glass effect to a map
<syntaxhighlight lang="lua">
function addPG()
  fxAddGlass(0,0,0,134,231,231,1,random(30,40))
end
addEventHandler("onResourceStart",getResourceRootElement(getThisResource(), addPG)
</syntaxhighlight>
</syntaxhighlight>



Revision as of 11:18, 16 April 2012

Glass

This function creates a glass particle effect.

Syntax

bool fxAddGlass ( 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: A float representing the x position of the glass
  • posY: A float representing the y position of the glass
  • posZ: A float representing the z position of the glass

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 glass effect.
  • scale: A float representing the size of the particle effect, where 1 is the standard size.
  • count: The density of the particle effect.

Returns

Returns a true if the operation was successful, false otherwise.

Example 1

This example shows you how to add a command to add glass effect.

function addGlassParticle(x,y,z,r,g,b,scale,count)
   fxAddGlass(x,y,z,r,g,b,scale,count)
end
addCommandHandler("addGlass",addGlassParticle)


This example shows you how to add a glass effect to a map

function addPG()
   fxAddGlass(0,0,0,134,231,231,1,random(30,40))
end
addEventHandler("onResourceStart",getResourceRootElement(getThisResource(), addPG)

See Also