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fxAddSparks

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Creates a number of sparks originating from a point or along a line.

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Syntax

bool fxAddSparks ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [ float force = 1.0, int count = 1, float acrossLineX = 0.0, float acrossLineY = 0.0, float acrossLineZ = 0.0, bool blur = false, float spread = 1.0, float life = 1.0 ] )
Required Arguments
  • posX: MISSING_PARAM_DESC
  • posY: MISSING_PARAM_DESC
  • posZ: MISSING_PARAM_DESC
  • dirX: MISSING_PARAM_DESC
  • dirY: MISSING_PARAM_DESC
  • dirZ: MISSING_PARAM_DESC
Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.

  • force (default: 1.0): speed factor: the higher this value, the faster and further the sparks fly.
  • count (default: 1): the number of effects to create.
  • acrossLineX (default: 0.0): MISSING_PARAM_DESC
  • acrossLineY (default: 0.0): MISSING_PARAM_DESC
  • acrossLineZ (default: 0.0): MISSING_PARAM_DESC
  • blur (default: false): if false , creates standard bullet impact-like sparks. If true , adds motion blur to the sparks.
  • spread (default: 1.0): determines how strongly the particles deviate from each other. With low values the particles will stay quite close together, high values will make them fly in all directions. Also affects their speed.
  • life (default: 1.0): the higher this value, the longer the sparks survive before they disappear.

Returns

  • bool: value

Returns a true if the operation was successful, false otherwise.

Code Examples

shared

This example will add Fire Bins to all locations added in the table.

fires = {
{0, 0, 3} --Middle of SA
}
for i = 1, #fires do
bin = createObject(1362, fires[i][1], fires[i][2], fires[i][3]-0.5)
torch = createObject(3461, fires[i][1]-0.1, fires[i][2]-0.1, fires[i][3]-2)
light = createMarker(fires[i][1], fires[i][2], fires[i][3]+0.2, "corona", 1, 255, 170, 0, 80, root)
fireCol = createColSphere(fires[i][1], fires[i][2], fires[i][3]+0.5, 0.8)
setTimer(fxAddSparks, math.random(4000, 5000), 0, fires[i][1]+math.random(0.1, 0.3), fires[i][2]+math.random(0.1, 0.2), fires[i][3]+0.2, 1, 1, 1)
addEventHandler("onClientColShapeHit", fireCol,
function(theElement)
if (getElementType(theElement) == "player") then
setPedOnFire(theElement, true)
end
end)
end