FxAddWood: Difference between revisions
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bool fxAddWood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [int count=1, float brightness=1.0] ) | bool fxAddWood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [int count=1, float brightness=1.0] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[Effect]].addWood}} | |||
===Required Arguments=== | ===Required Arguments=== |
Revision as of 21:00, 2 January 2015
Creates a wood splinter particle effect.
Syntax
bool fxAddWood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [int count=1, float brightness=1.0] )
OOP Syntax Help! I don't understand this!
- Method: Effect.addWood(...)
Required Arguments
- posX, posY, posZ: the world coordinates where the effect originates.
- dirX, dirY, dirZ: a direction vector indicating where the wood splinters fly to.
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.
- count: the number of splinters to create.
- brightness: the brightness. Ranges from 0 (black) to 1 (normal color).
Returns
Returns a true if the operation was successful, false otherwise.
Example
Click to collapse [-]
ClientThis example will create a Wood Effect next to you when typing /woodfx in the Chatbox.
addCommandHandler("woodfx", function() local x, y, z = getElementPosition(localPlayer) local gz = getGroundPosition(x, y, z) fxAddWood(x, y, gz+0.4, 0, 0, 0, math.random(3, 6), 0.7) end)
See Also
- createEffect
- fxAddBlood
- fxAddBulletImpact
- fxAddBulletSplash
- fxAddDebris
- fxAddFootSplash
- fxAddGlass
- fxAddGunshot
- fxAddPunchImpact
- fxAddSparks
- fxAddTankFire
- fxAddTyreBurst
- fxAddWaterHydrant
- fxAddWaterSplash
- fxAddWood
- getEffectDensity
- getEffectSpeed
- setEffectDensity
- setEffectSpeed