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    Method CreateParticleEffect

    CreateParticleEffect(ParticleEffectAsset, String, Entity, Vector3, Vector3, Single, InvertAxisFlags)

    Creates a ParticleEffect on an Entity that runs looped.

    Declaration
    public static ParticleEffect CreateParticleEffect(ParticleEffectAsset asset, string effectName, Entity entity, Vector3 offset = default(Vector3), Vector3 rotation = default(Vector3), float scale = 1F, InvertAxisFlags invertAxis = InvertAxisFlags.None)
    Parameters
    Type Name Description
    ParticleEffectAsset asset

    The effect asset to use.

    System.String effectName

    The name of the Effect

    Entity entity

    The Entity the effect is attached to.

    Vector3 offset

    The offset from the entity to attach the effect.

    Vector3 rotation

    The rotation, relative to the entity, the effect has.

    System.Single scale

    How much to scale the size of the effect by.

    InvertAxisFlags invertAxis

    Which axis to flip the effect in. For a car side exhaust you may need to flip in the Y Axis.

    Returns
    Type Description
    ParticleEffect

    CreateParticleEffect(ParticleEffectAsset, String, EntityBone, Vector3, Vector3, Single, InvertAxisFlags)

    Creates a ParticleEffect on an EntityBone that runs looped.

    Declaration
    public static ParticleEffect CreateParticleEffect(ParticleEffectAsset asset, string effectName, EntityBone entityBone, Vector3 offset = default(Vector3), Vector3 rotation = default(Vector3), float scale = 1F, InvertAxisFlags invertAxis = InvertAxisFlags.None)
    Parameters
    Type Name Description
    ParticleEffectAsset asset

    The effect asset to use.

    System.String effectName

    The name of the Effect

    EntityBone entityBone

    The EntityBone the effect is attached to.

    Vector3 offset

    The offset from the entityBone to attach the effect.

    Vector3 rotation

    The rotation, relative to the entityBone, the effect has.

    System.Single scale

    How much to scale the size of the effect by.

    InvertAxisFlags invertAxis

    Which axis to flip the effect in. For a car side exhaust you may need to flip in the Y Axis.

    Returns
    Type Description
    ParticleEffect

    CreateParticleEffect(ParticleEffectAsset, String, Vector3, Vector3, Single, InvertAxisFlags)

    Creates a ParticleEffect at a position that runs looped.

    Declaration
    public static ParticleEffect CreateParticleEffect(ParticleEffectAsset asset, string effectName, Vector3 position, Vector3 rotation = default(Vector3), float scale = 1F, InvertAxisFlags invertAxis = InvertAxisFlags.None)
    Parameters
    Type Name Description
    ParticleEffectAsset asset

    The effect asset to use.

    System.String effectName

    The name of the effect.

    Vector3 position

    The world coordinates where the effect is.

    Vector3 rotation

    What rotation to apply to the effect.

    System.Single scale

    How much to scale the size of the effect by.

    InvertAxisFlags invertAxis

    Which axis to flip the effect in.

    Returns
    Type Description
    ParticleEffect
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