e2 docs custom effects
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Custom/effects
Effect = effect()
Creates and returns new effect (1 ops)
Effect = Effect:setOrigin( Pos)
Sets the origin of the effect (1 ops)
Effect = Effect:setStart( Pos)
Sets the start of the effect (1 ops)
Effect = Effect:setMagnitude( Mag)
Sets the magnitude of the effect, Magnitude is the amount of particles you will be emitting. (1 ops)
Effect = Effect:setAngles( Ang)
Sets the angle of the effect (1 ops)
Effect = Effect:setScale( Scale)
Sets the scale of the effect, scale is the thickness of your effect. (1 ops)
Effect = Effect:setEntity( Ent)
Sets the entity of the effect (1 ops)
Effect = Effect:setNormal( Norm)
Sets the normalized direction vector of the effect, aka direction. (1 ops)
Effect = Effect:setSurfaceProp( Prop)
Sets the surface property index of the effect (1 ops)
Effect = Effect:setRadius( Radius)
Sets the radius aka size of the effect (1 ops)
Effect = Effect:setMaterialIndex( Index)
Sets the material index of the effect (1 ops)
Effect = Effect:setHitBox( Index)
Sets the hit box index of the effect (1 ops)
Effect = Effect:setFlags( Flags)
Sets the flags of the effect (1 ops)
Effect = Effect:setEntIndex( Index)
Sets the entity of the effect via its index (1 ops)
Effect = Effect:setDamageType( Index)
Sets the damage type of the effect. See DMG_ Enums on GMod Wiki (1 ops)
Effect = Effect:setColor( Index)
Sets the color of the effect. Color is represented by a byte (1 ops)
Effect = Effect:setAttachment( Index)
Creates new attachment ID for the effect (1 ops)
Effect:play( Name)
Plays the effect with given name (eg. watersplash) (1 ops)
= effectCanPlay()
Returns whether you can play an effect (or 0 if you've hit the burst limit) (1 ops)
= effectCanPlay( Name)
Same as effectCanPlay(), but also checks if the specific effect is not allowed (1 ops)