Revision Difference
Global.PrecacheParticleSystem#551069
<function name="PrecacheParticleSystem" parent="Global" type="libraryfunc">
<description>Precaches a particle system with the specified name. The particle system must come from a file that is loaded with <page>game.AddParticles</page> beforehand.</description>⤶
<description>Precaches a particle system with the specified name. The particle system must come from a file that is loaded with <page>game.AddParticles</page> beforehand.⤶
⤶
When used on the server, it automatically precaches the particle on client.⤶
⤶
<warning>There is a limit of 4096 precached particles on the server. So only precache particles that are actually going to be used.</warning>⤶
</description>⤶
<realm>Shared</realm>
<args>
<arg name="particleSystemName" type="string">The name of the particle system.</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 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 )
PrecacheParticleSystem( "ExplosionCore_wall" )⤶
ParticleEffect( "ExplosionCore_wall", ply:GetEyeTrace().HitPos, Angle( 0, 0, 0 ) )
end )
end
</code>
</example>