HPL3/SOMA/Scripting/Scripting Api/ParticleSystem
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Contents
- 1 Summary
- 2 Function Detail
- 2.1 ParticleSystem_AttachToEntity
- 2.2 ParticleSystem_CreateAtEntity
- 2.3 ParticleSystem_CreateAtEntityExt
- 2.4 ParticleSystem_Destroy
- 2.5 ParticleSystem_Exists
- 2.6 ParticleSystem_Preload
- 2.7 ParticleSystem_SetActive
- 2.8 ParticleSystem_SetBrightness
- 2.9 ParticleSystem_SetColor
- 2.10 ParticleSystem_SetVisible
Summary
Return Type | Function and Description |
---|---|
void | ParticleSystem_AttachToEntity(const tString &in asPSName, const tString &in asEntityName) Attaches a particle system to an entity |
cParticleSystem | ParticleSystem_CreateAtEntity(const tString &in asPSName, const tString &in asPSFile, const tString &in asEntity, bool abAttach) Creates a particle system at entity |
cParticleSystem | ParticleSystem_CreateAtEntityExt(const tString &in asPSName, const tString &in asPSFile, const tString &in asEntity, bool abAttach, const cColor &in acColor, float afBrightness = 1.0f, bool abFadeAtDistance = false, float afFadeMinEnd = 1.0f, float afFadeMinStart = 2.0f, float afFadeMaxStart = 100.0f, float afFadeMaxEnd = 110.0f) Creates a particle system at entity with extra options |
void | ParticleSystem_Destroy(const tString &in asPSName) Destroy a particle system |
bool | ParticleSystem_Exists(const tString &in asPSName) Returns true or false if a given particle system exists |
void | ParticleSystem_Preload(const tString &in asFile) Preload particle system data |
void | ParticleSystem_SetActive(const tString &in asPSName, bool abActive) Activates or deactivates a particle system |
void | ParticleSystem_SetBrightness(const tString &in asPSName, float afBrightness) Sets the brightness of a particle system |
void | ParticleSystem_SetColor(const tString &in asPSName, const cColor &in acColor) Sets the color of a particle system |
void | ParticleSystem_SetVisible(const tString &in asPSName, bool abVisible) Sets the visibility of a particle system |
Function Detail
ParticleSystem_AttachToEntity
void ParticleSystem_AttachToEntity(const tString &in asPSName,
const tString &in asEntityName)
Attaches a particle system to an entity.
Parameters
- asPSName (tString) — name of the particle system, can contain wildcards(*).
- asEntityName (tString) — name of the entity to attach the particle system to.
Returns:
- void
ParticleSystem_CreateAtEntity
cParticleSystem@ ParticleSystem_CreateAtEntity(const tString &in asPSName,
const tString &in asPSFile,
const tString &in asEntity,
bool abAttach)
Creates a particle system at entity.
Parameters
- asPSName (tString) — name of the particle system entity to be created.
- asPSFile (tString) — .ps file to create particle system from.
- asEntity (tString) — entity to create particle system at. Can be "player".
- abAttach (bool) — whether the particle system should be attached to the entity it is created at.
Returns:
- cParticleSystem@—cParticleSystem, the created particle system or null if the function fails.
ParticleSystem_CreateAtEntityExt
cParticleSystem@ ParticleSystem_CreateAtEntityExt(const tString &in asPSName,
const tString &in asPSFile,
const tString &in asEntity,
bool abAttach,
const cColor &in acColor,
float afBrightness = 1.0f,
bool abFadeAtDistance = false,
float afFadeMinEnd = 1.0f,
float afFadeMinStart = 2.0f,
float afFadeMaxStart = 100.0f,
float afFadeMaxEnd = 110.0f)
Creates a particle system at entity with extra options.
Parameters
- asPSName (tString) — name of the particle system entity to be created.
- asPSFile (tString) — .ps file to create particle system from.
- asEntity (tString) — entity to create particle system at. Can be "player".
- abAttach (bool) — whether the particle system should be attached to the entity it is created at.
- acColor (cColor) — color of the particle system.
- afBrightness (float) — brightness of the particle system.
- abFadeAtDistance (bool) — if the particles should fade depending on distance from the player.
- afFadeMinEnd (float) — when the player is closer than this, the particles are invisible.
- afFadeMinStart (float) — distance to the player where the particles will start fading if the player gets closer.
- afFadeMaxStart (float) — distance to the player where the particles will start fading if the player gets further away.
- afFadeMaxEnd (float) — when the player is further away than this, the particles are invisible.
Returns:
- cParticleSystem@—the created particle system or null if the function fails.
ParticleSystem_Destroy
void ParticleSystem_Destroy(const tString &in asPSName)
Destroy a particle system. Can contain wildcards.
Parameters
- asPSName (tString) — name of the particle system entity to be destroyed.
Returns:
- void
ParticleSystem_Exists
bool ParticleSystem_Exists(const tString &in asPSName)
Returns true or false if a given particle system exists
Parameters
- asPSName (tString) — name of the particle system. Can contain wildcards.
Returns:
- bool—
ParticleSystem_Preload
void ParticleSystem_Preload(const tString &in asFile)
Preload particle system data
Parameters
- asFile (tString) — file to preload
Returns:
- void
ParticleSystem_SetActive
void ParticleSystem_SetActive(const tString &in asPSName,
bool abActive)
Activates or deactivates a particle system.
Parameters
- asPSName (tString) — name of the particle system. Can contain wildcards.
- abActive (bool) — if is should be set to active.
Returns:
- void
ParticleSystem_SetBrightness
void ParticleSystem_SetBrightness(const tString &in asPSName,
float afBrightness)
Sets the brightness of a particle system.
Parameters
- asPSName (tString) — name of the particle system. Can contain wildcards.
- afBrightness (float) — the color to set
Returns:
- void
ParticleSystem_SetColor
ParticleSystem_SetVisible
void ParticleSystem_SetVisible(const tString &in asPSName,
bool abVisible)
Sets the visibility of a particle system.
Parameters
- asPSName (tString) — name of the particle system. Can contain wildcards.
- abVisible (bool) — if is should be set to visible or not.
Returns:
- void