Revision Difference
Entity:CreateParticleEffect#518551
<function name="CreateParticleEffect" parent="Entity" type="classfunc">
<description>
Creates a clientside particle system attached to the entity. See also <page>Global.CreateParticleSystem</page>
<note>The particle effect must be precached with <page>Global.PrecacheParticleSystem</page> and the file its from must be added via <page>game.AddParticles</page> before it can be used!</note>
</description>
<realm>Client</realm>
<args>
<arg name="particle" type="string">The particle name to create</arg>
<arg name="attachment" type="number">Attachment ID to attach the particle to</arg>
<arg name="options" type="table" default="nil">A table of tables ( IDs 1 to 64 ) having the following structure:
* <page>number</page> attachtype - The particle attach type. See <page>PATTACH. **Default:** PATTACH_ABSORIGIN</page>
* <page>Entity</page> entity - The parent entity? **Default:** NULL
* <page>Vector</page> position - The offset position for given control point. **Default:** nil

This only affects the control points of the particle effects and will do nothing if the effect doesn't use control points.</arg>⤶
<arg name="options" type="table" default="nil">A table of tables ( IDs 1 to 64 ) having the following structure:⤶
* <page>number</page> attachtype - The particle attach type. See <page>PATTACH. **Default:** PATTACH_ABSORIGIN</page>⤶
* <page>Entity</page> entity - The parent entity? **Default:** NULL⤶
* <page>Vector</page> position - The offset position for given control point. **Default:** nil⤶
⤶
This only affects the control points of the particle effects and will do nothing if the effect doesn't use control points.</arg>⤶
</args>
<rets>
<ret name="" type="CNewParticleEffect">The created particle system.</ret>
</rets>
</function>