createEffect
Shared
Creates a particle effect in the world. On the server every client sees it; on a client, only that client does.
effect|false createEffect(string name, float x, y, z [, float rx, ry, rz = 0, 0, 0])
Parameters
| Name | Type | Description |
|---|---|---|
| name | string | The effect's name, as a pack or engineAddEffects registered it. From 1 to 255 bytes. |
| x, y, z | float | Position in the world, three numbers or a vec3. |
| rx, ry, rz | float | Rotation in degrees, three numbers or a vec3.default 0, 0, 0 |
Returns
The created effect element, or false if it could not be created. On a client, also false when no effect has that name.
To make the effect follow an element, attach it with attachElements; the socket can be a ped's bone or a vehicle's or object's part. While the target is streamed out or the effect is outside the focused dimension, it waits and plays again with the same colour, scale and evolutions.
An effect a client created is destroyed once it is over or its target is gone. A server's effect stays until the server destroys it; a client joining later does not see a one-shot effect that is already over.
Example
addCommandHandler("fogo", function()
local pos = getElementPosition(localPlayer)
local fire = createEffect("fire_large", pos.x, pos.y + 3, pos.z - 1)
setTimer(stopEffect, 5000, 1, fire)
end)Coming from MTATakes only the name, position and rotation. Colour, scale and evolutions are changed afterwards with
setEffectColor, setEffectScale and setEffectEvolution.