Garry's Mod Wiki

ParticleEffect

  ParticleEffect( string particleName, Vector position, Angle angles, Entity parent = NULL )

Description

Creates a particle effect. See also CreateParticleSystem.

The particle effect must be precached serverside with PrecacheParticleSystem and the file its from must be added via game.AddParticles before it can be used! This is due to the function using networked IDs for particle names, not directly networking particle system name.

Clientside, you can use CreateParticleSystemNoEntity (and similar) instead.

Arguments

1 string particleName
The name of the particle effect.
2 Vector position
The start position of Control Point 0 for the particle system.
3 Angle angles
The orientation of Control Point 0 for the particle system.

You must provide the entity argument for the angles to take effect.

4 Entity parent = NULL
If set, the particle will be parented to the entity.

Example

Example usage of the function. Precaches ExplosionCore_wall particle from particles/explosion.pcf, a Team Fortress 2 particle file.

You can then test the particle by using the particleitup console command.

You can find a list of particles inside a .pcf file using the Particle Editor Tool

game.AddParticles( "particles/explosion.pcf" ) PrecacheParticleSystem( "ExplosionCore_wall" ) if ( SERVER ) then -- A test console command to see if the particle works, spawns the particle where the player is looking at. concommand.Add( "particleitup", function( ply, cmd, args ) ParticleEffect( "ExplosionCore_wall", ply:GetEyeTrace().HitPos, Angle( 0, 0, 0 ) ) end ) end