Revision Difference
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>