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Global.CreateParticleSystemNoEntity#549810

<function name="CreateParticleSystemNoEntity" parent="Global" type="libraryfunc">⤶ <description>⤶ Creates a new particle system, and sets control points 0 and 1 to given position, as well as optionally orientation of CP0 to the given angles. 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>⤶ <added>2023.05.10</added>⤶ <realm>Client</realm>⤶ <args>⤶ <arg name="effect" type="string">The name of the effect to create. It must be precached.</arg>⤶ <arg name="pos" type="Vector">The position for the particle system.</arg>⤶ <arg name="ang" type="Angle" default="Angle( 0, 0, 0 )">The orientation of the particle system.</arg>⤶ </args>⤶ <rets>⤶ <ret name="" type="CNewParticleEffect">The created particle system.</ret>⤶ </rets>⤶ </function>⤶ ⤶ <example>⤶ <description>Displays a built-in big explosion effect at given location.</description>⤶ <code>⤶ PrecacheParticleSystem( "explosion_huge_g" )⤶ ⤶ local pos = Entity( 1 ):GetEyeTrace().HitPos⤶ CreateParticleSystemNoEntity( "explosion_huge_g", pos )⤶ </code>⤶ </example>