Revision Difference
EFFECT_Hooks#560590
<cat>Hook</cat>
<title>EFFECT</title>
<type name="EFFECT" category="hook" is="class">
<type name="EFFECT" category="hook" parent="Entity" is="class">
<summary>
These hooks are used inside of a Lua effect. Lua effects are stored in either the `/lua/effects` directory or in a gamemode in `/gamemodes/<gamemodename>/entities/effects`.
Effects are entities with the class `CLuaEffect`, and as such, <page>Entity</page> functions are usable on them (using the `self` argument).
An `EFFECT` is made using either a combination of the <page>EFFECT:Init</page>, <page>EFFECT:Render</page> and optionally the <page>EFFECT:Think</page> hook. Another way is to create all particles in one go in the `Init` hook and don't use the other hooks at all.
<example>
<description>Creates a particle effect using a combination of the Init and the Think hooks.</description>
<code>
function EFFECT:Init( data )
-- Because CEffectData is a shared object, we can't just store it and use its' properties later
-- Instead, we store the properties themselves
self.offset = data:GetOrigin() + Vector( 0, 0, 0.2 )
self.angles = data:GetAngles()
self.particles = 4
end
function EFFECT:Think()
return true
end
function EFFECT:Render()
local emitter = ParticleEmitter( self.offset, false )
for i=0, self.particles do
local particle = emitter:Add( "effects/softglow", self.offset )
if particle then
particle:SetAngles( self.angles )
particle:SetVelocity( Vector( 0, 0, 15 ) )
particle:SetColor( 255, 102, 0 )
particle:SetLifeTime( 0 )
particle:SetDieTime( 0.2 )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( 1.6 )
particle:SetStartLength( 1 )
particle:SetEndSize( 1.2 )
particle:SetEndLength( 4 )
end
end
emitter:Finish()
end
</code>
</example>
<example>
<description>Creates a particle effect using only the Init hook. To use this effect in a loop one needs to create a new instance of this effect every drawn frame.</description>
<code>
function EFFECT:Init( data )
local vOffset = data:GetOrigin() + Vector( 0, 0, 0.2 )
local vAngle = data:GetAngles()
local emitter = ParticleEmitter( vOffset, false )
for i=0,4 do
local particle = emitter:Add( "effects/softglow", vOffset )
if particle then
particle:SetAngles( vAngle )
particle:SetVelocity( Vector( 0, 0, 15 ) )
particle:SetColor( 255, 102, 0 )
particle:SetLifeTime( 0 )
particle:SetDieTime( 0.2 )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( 1.6 )
particle:SetStartLength( 1 )
particle:SetEndSize( 1.2 )
particle:SetEndLength( 4 )
end
end
emitter:Finish()
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end
</code>
</example>
</summary>
</type>