Garry's Mod Wiki

Revision Difference

Global.CreateParticleSystemNoEntity#550614

<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>⤶ <added>2023.06.21</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 big explosion effect at the place the player is looking at.</description> <code> PrecacheParticleSystem( "explosion_huge_g" ) local pos = Entity( 1 ):GetEyeTrace().HitPos CreateParticleSystemNoEntity( "explosion_huge_g", pos ) </code> </example>