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	<title>HPL3/SOMA/Scripting/Scripting Api/ParticleSystem - Revision history</title>
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	<updated>2026-05-02T13:57:02Z</updated>
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		<id>https://wiki.frictionalgames.com/page?title=HPL3/SOMA/Scripting/Scripting_Api/ParticleSystem&amp;diff=5045&amp;oldid=prev</id>
		<title>Abion47: Created page with &quot;{{ScriptingStub}}  Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki!  ==Summary== {{CodeDocSummaryTop}} {{CodeDocSummaryIte...&quot;</title>
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		<updated>2020-08-24T20:57:46Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{ScriptingStub}}  Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki!  ==Summary== {{CodeDocSummaryTop}} {{CodeDocSummaryIte...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ScriptingStub}}&lt;br /&gt;
&lt;br /&gt;
Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki!&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{CodeDocSummaryTop}}&lt;br /&gt;
{{CodeDocSummaryItem|void|[[#ParticleSystem_AttachToEntity|ParticleSystem_AttachToEntity]](const [[../../tString|tString]] &amp;amp;in asPSName, const [[../../tString|tString]] &amp;amp;in asEntityName)|Attaches a particle system to an entity}}&lt;br /&gt;
{{CodeDocSummaryItem|[[../../cParticleSystem|cParticleSystem]]|[[#ParticleSystem_CreateAtEntity|ParticleSystem_CreateAtEntity]](const [[../../tString|tString]] &amp;amp;in asPSName, const [[../../tString|tString]] &amp;amp;in asPSFile, const [[../../tString|tString]] &amp;amp;in asEntity, bool abAttach)|Creates a particle system at entity}}&lt;br /&gt;
{{CodeDocSummaryItem|[[../../cParticleSystem|cParticleSystem]]|[[#ParticleSystem_CreateAtEntityExt|ParticleSystem_CreateAtEntityExt]](const [[../../tString|tString]] &amp;amp;in asPSName, const [[../../tString|tString]] &amp;amp;in asPSFile, const [[../../tString|tString]] &amp;amp;in asEntity, bool abAttach, const [[../../cColor|cColor]] &amp;amp;in acColor, float afBrightness &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 1.0f, bool abFadeAtDistance &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; false, float afFadeMinEnd &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 1.0f, float afFadeMinStart &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 2.0f, float afFadeMaxStart &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 100.0f, float afFadeMaxEnd &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 110.0f)|Creates a particle system at entity with extra options}}&lt;br /&gt;
{{CodeDocSummaryItem|void|[[#ParticleSystem_Destroy|ParticleSystem_Destroy]](const [[../../tString|tString]] &amp;amp;in asPSName)|Destroy a particle system}}&lt;br /&gt;
{{CodeDocSummaryItem|bool|[[#ParticleSystem_Exists|ParticleSystem_Exists]](const [[../../tString|tString]] &amp;amp;in asPSName)|Returns true or false if a given particle system exists}}&lt;br /&gt;
{{CodeDocSummaryItem|void|[[#ParticleSystem_Preload|ParticleSystem_Preload]](const [[../../tString|tString]] &amp;amp;in asFile)|Preload particle system data}}&lt;br /&gt;
{{CodeDocSummaryItem|void|[[#ParticleSystem_SetActive|ParticleSystem_SetActive]](const [[../../tString|tString]] &amp;amp;in asPSName, bool abActive)|Activates or deactivates a particle system}}&lt;br /&gt;
{{CodeDocSummaryItem|void|[[#ParticleSystem_SetBrightness|ParticleSystem_SetBrightness]](const [[../../tString|tString]] &amp;amp;in asPSName, float afBrightness)|Sets the brightness of a particle system}}&lt;br /&gt;
{{CodeDocSummaryItem|void|[[#ParticleSystem_SetColor|ParticleSystem_SetColor]](const [[../../tString|tString]] &amp;amp;in asPSName, const [[../../cColor|cColor]] &amp;amp;in acColor)|Sets the color of a particle system}}&lt;br /&gt;
{{CodeDocSummaryItem|void|[[#ParticleSystem_SetVisible|ParticleSystem_SetVisible]](const [[../../tString|tString]] &amp;amp;in asPSName, bool abVisible)|Sets the visibility of a particle system}}&lt;br /&gt;
{{CodeDocSummaryBottom}}&lt;br /&gt;
&lt;br /&gt;
==Function Detail==&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_AttachToEntity}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;void ParticleSystem_AttachToEntity(const tString &amp;amp;in asPSName,&lt;br /&gt;
                                   const tString &amp;amp;in asEntityName)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Attaches a particle system to an entity.}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asPSName|[[../../tString|tString]]|name of the particle system, can contain wildcards(*).}}&lt;br /&gt;
{{CodeDocDetailParam|asEntityName|[[../../tString|tString]]|name of the entity to attach the particle system to.}}&lt;br /&gt;
{{CodeDocDetailReturn|void|}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;br /&gt;
&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_CreateAtEntity}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;cParticleSystem@ ParticleSystem_CreateAtEntity(const tString &amp;amp;in asPSName,&lt;br /&gt;
                                               const tString &amp;amp;in asPSFile,&lt;br /&gt;
                                               const tString &amp;amp;in asEntity,&lt;br /&gt;
                                               bool abAttach)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Creates a particle system at entity.}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asPSName|[[../../tString|tString]]|name of the particle system entity to be created.}}&lt;br /&gt;
{{CodeDocDetailParam|asPSFile|[[../../tString|tString]]|.ps file to create particle system from.}}&lt;br /&gt;
{{CodeDocDetailParam|asEntity|[[../../tString|tString]]|entity to create particle system at. Can be &amp;quot;player&amp;quot;.}}&lt;br /&gt;
{{CodeDocDetailParam|abAttach|bool|whether the particle system should be attached to the entity it is created at.}}&lt;br /&gt;
{{CodeDocDetailReturn|cParticleSystem@|cParticleSystem, the created particle system or null if the function fails.}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;br /&gt;
&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_CreateAtEntityExt}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;cParticleSystem@ ParticleSystem_CreateAtEntityExt(const tString &amp;amp;in asPSName,&lt;br /&gt;
                                                  const tString &amp;amp;in asPSFile,&lt;br /&gt;
                                                  const tString &amp;amp;in asEntity,&lt;br /&gt;
                                                  bool abAttach,&lt;br /&gt;
                                                  const cColor &amp;amp;in acColor,&lt;br /&gt;
                                                  float afBrightness = 1.0f,&lt;br /&gt;
                                                  bool abFadeAtDistance = false,&lt;br /&gt;
                                                  float afFadeMinEnd = 1.0f,&lt;br /&gt;
                                                  float afFadeMinStart = 2.0f,&lt;br /&gt;
                                                  float afFadeMaxStart = 100.0f,&lt;br /&gt;
                                                  float afFadeMaxEnd = 110.0f)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Creates a particle system at entity with extra options.}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asPSName|[[../../tString|tString]]|name of the particle system entity to be created.}}&lt;br /&gt;
{{CodeDocDetailParam|asPSFile|[[../../tString|tString]]|.ps file to create particle system from.}}&lt;br /&gt;
{{CodeDocDetailParam|asEntity|[[../../tString|tString]]|entity to create particle system at. Can be &amp;quot;player&amp;quot;.}}&lt;br /&gt;
{{CodeDocDetailParam|abAttach|bool|whether the particle system should be attached to the entity it is created at.}}&lt;br /&gt;
{{CodeDocDetailParam|acColor|[[../../cColor|cColor]]|color of the particle system.}}&lt;br /&gt;
{{CodeDocDetailParam|afBrightness|float|brightness of the particle system.}}&lt;br /&gt;
{{CodeDocDetailParam|abFadeAtDistance|bool|if the particles should fade depending on distance from the player.}}&lt;br /&gt;
{{CodeDocDetailParam|afFadeMinEnd|float|when the player is closer than this, the particles are invisible.}}&lt;br /&gt;
{{CodeDocDetailParam|afFadeMinStart|float|distance to the player where the particles will start fading if the player gets closer.}}&lt;br /&gt;
{{CodeDocDetailParam|afFadeMaxStart|float|distance to the player where the particles will start fading if the player gets further away.}}&lt;br /&gt;
{{CodeDocDetailParam|afFadeMaxEnd|float|when the player is further away than this, the particles are invisible.}}&lt;br /&gt;
{{CodeDocDetailReturn|cParticleSystem@|the created particle system or null if the function fails.}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;br /&gt;
&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_Destroy}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;void ParticleSystem_Destroy(const tString &amp;amp;in asPSName)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Destroy a particle system. Can contain wildcards.}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asPSName|[[../../tString|tString]]|name of the particle system entity to be destroyed.}}&lt;br /&gt;
{{CodeDocDetailReturn|void|}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;br /&gt;
&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_Exists}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;bool ParticleSystem_Exists(const tString &amp;amp;in asPSName)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Returns true or false if a given particle system exists}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asPSName|[[../../tString|tString]]|name of the particle system. Can contain wildcards.}}&lt;br /&gt;
{{CodeDocDetailReturn|bool|}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;br /&gt;
&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_Preload}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;void ParticleSystem_Preload(const tString &amp;amp;in asFile)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Preload particle system data}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asFile|[[../../tString|tString]]|file to preload}}&lt;br /&gt;
{{CodeDocDetailReturn|void|}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;br /&gt;
&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_SetActive}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;void ParticleSystem_SetActive(const tString &amp;amp;in asPSName,&lt;br /&gt;
                              bool abActive)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Activates or deactivates a particle system.}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asPSName|[[../../tString|tString]]|name of the particle system. Can contain wildcards.}}&lt;br /&gt;
{{CodeDocDetailParam|abActive|bool|if is should be set to active.}}&lt;br /&gt;
{{CodeDocDetailReturn|void|}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;br /&gt;
&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_SetBrightness}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;void ParticleSystem_SetBrightness(const tString &amp;amp;in asPSName,&lt;br /&gt;
                                  float afBrightness)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Sets the brightness of a particle system.}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asPSName|[[../../tString|tString]]|name of the particle system. Can contain wildcards.}}&lt;br /&gt;
{{CodeDocDetailParam|afBrightness|float|the color to set}}&lt;br /&gt;
{{CodeDocDetailReturn|void|}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;br /&gt;
&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_SetColor}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;void ParticleSystem_SetColor(const tString &amp;amp;in asPSName,&lt;br /&gt;
                             const cColor &amp;amp;in acColor)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Sets the color of a particle system.}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asPSName|[[../../tString|tString]]|name of the particle system. Can contain wildcards.}}&lt;br /&gt;
{{CodeDocDetailParam|acColor|[[../../cColor|cColor]]|the color to set}}&lt;br /&gt;
{{CodeDocDetailReturn|void|}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;br /&gt;
&lt;br /&gt;
{{CodeDocDetailTop|ParticleSystem_SetVisible}}&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot;&amp;gt;void ParticleSystem_SetVisible(const tString &amp;amp;in asPSName,&lt;br /&gt;
                               bool abVisible)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeDocDetailBody|Sets the visibility of a particle system.}}&lt;br /&gt;
{{CodeDocDetailParamStart}}&lt;br /&gt;
{{CodeDocDetailParam|asPSName|[[../../tString|tString]]|name of the particle system. Can contain wildcards.}}&lt;br /&gt;
{{CodeDocDetailParam|abVisible|bool|if is should be set to visible or not.}}&lt;br /&gt;
{{CodeDocDetailReturn|void|}}&lt;br /&gt;
{{CodeDocDetailBottom}}&lt;/div&gt;</summary>
		<author><name>Abion47</name></author>
		
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