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Global.ParticleEffect#511310

<function name="ParticleEffect" parent="Global" type="libraryfunc">⤶ <description>⤶ Creates a particle effect.⤶ ⤶ <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>Shared</realm>⤶ <args>⤶ <arg name="particleName" type="string">The name of the particle effect.</arg>⤶ <arg name="position" type="Vector">The start position of the effect.</arg>⤶ <arg name="angles" type="Angle">The orientation of the effect.</arg>⤶ <arg name="parent" type="Entity" default="NULL">If set, the particle will be parented to the entity.</arg>⤶ </args>⤶ </function>⤶ ⤶ <example>⤶ <description>⤶ 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](https://developer.valvesoftware.com/wiki/Particle_Editor)⤶ </description>⤶ <code>⤶ 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⤶ </code>⤶ ⤶ </example>