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>