Revision Difference
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>