Entity.CreateParticleEffect
From GMod Wiki
Function | |
Syntax | Entity:CreateParticleEffect( String Name, [ Table Control Points ] ) |
Description: | |
Creates a particle effect on the entity. | |
Returns: | nil |
In Object: | Entity |
Realm: | |
BBCode Link: | [b][url=http://wiki.garrysmod.com/?title=Entity.CreateParticleEffect]Entity.CreateParticleEffect [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b] |
Examples
Additional Notes
- This uses Particle Systems, not Lua effects.
- A particle effect must be precached on the server with G.PrecacheParticleSystem before it can be used for the first time.
- The table passed as the second argument is not a Control Point, but a table of multiple Control Points.
- You may specify up to 64 control points in the second argument.
- Because you cannot currently specify an attachment in the Control Point structure, it is not possible to attach a control point to any place on an entity but its origin. Currently, the best solution for creating a mobile control point is using a NoDrawed/NoShadowed G.ClientsideModel, moving it where you want it in world space manually (the position of the desired attachment or bone, for example), and using it as the control point's entity with PATTACH_ABSORIGIN_FOLLOW as the attachtype.