Browsing Wiremod's section
← Back to ACE
🔁

Mirrored article

This page is synced automatically from the wiremod/wire GitHub wiki (last synced 1 hour ago). Edits made here will be overwritten on the next sync — contribute on the source wiki instead.

e2 docs custom effects

📁 Disabled By DefaultUpdated 1 hour ago•0 views
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 effec

Jump to table of contents

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)

Was this article helpful?

See More

Discussion(0)

No comments yet. Be the first to ask a question!

Have a question? Sign in to join the discussion.