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Global.CreateParticleSystem#561923

<function name="CreateParticleSystem" parent="Global" type="libraryfunc"> <description> Creates a new particle system. See also <page>Entity:CreateParticleEffect</page>⤶ Creates a new particle system. See also <page>Entity:CreateParticleEffect</page>, <page>Global.ParticleEffectAttach</page> and <page>Global.CreateParticleSystemNoEntity</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="ent" type="Entity">The entity to attach the control point to.</arg> <arg name="effect" type="string">The name of the effect to create. It must be precached.</arg> <arg name="partAttachment" type="number">See <page>Enums/PATTACH</page>.</arg> <arg name="entAttachment" type="number" default="0">The attachment ID on the entity to attach the particle system to</arg> <arg name="offset" type="Vector" default="Vector( 0, 0, 0 )">The offset from the <page>Entity:GetPos</page> of the entity we are attaching this CP to.</arg> </args> <rets> <ret name="" type="CNewParticleEffect">The created particle system.</ret> </rets> </function> <example> <description>Creates a big explosion effect at the player's feet, and deletes it 0.1 seconds after starting.</description> <code> PrecacheParticleSystem( "explosion_huge_g" ) concommand.Add( "test_particle", function( ply, cmd, arg ) local part = CreateParticleSystem( ply, "explosion_huge_g", PATTACH_POINT_FOLLOW ) timer.Simple( 0.1, function() part:StopEmission( false, true, false ) end ) end ) </code> </example>