Revision Difference
game.AddParticles#549804
<function name="AddParticles" parent="game" type="libraryfunc">
<description>
Loads a particle file.
<note>You will still need to call this function clientside regardless if you create the particle effects serverside.</note>
</description>
<realm>Shared</realm>
<args>
<arg name="particleFileName" type="string">The path of the file to add. Must be (file).pcf.</arg>
<arg name="particleFileName" type="string">The path of the file to add. Must be `(file).pcf`.</arg>
</args>
</function>
<example>
<description>
Example usage of the function. Precaches "ExplosionCore_wall" particle from "particles/explosion.pcf", a Team Fortress 2 particle file.
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 )
ParticleEffect( "ExplosionCore_wall", ply:GetEyeTrace().HitPos, Angle( 0, 0, 0 ) )
end )
end
</code>
</example>