CEffectData.SetOrigin
From GMod Wiki
| Function | |
| Syntax | EffectData:SetOrigin( Vector ) |
| Description: | |
| Sets the effects origin (the actual meaning of this differs between effects). | |
| Returns: | nil |
| In Object: | CEffectData |
| Realm: |
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| BBCode Link: | [b][url=http://wiki.garrysmod.com/?title=CEffectData.SetOrigin]CEffectData.SetOrigin [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b] |
Examples
| Description | Set Origin to the position (0,0,0). |
|---|---|
| Used on | |
| Code | local ED = EffectData() ED:SetOrigin(Vector(0,0,0)) util.Effect("EffectName",ED) |
| Output | N/A |
Additional Notes
- If using serverside, you ALWAYS need to set the origin, even when it's not actually needed (e.g. only an entity). If you don't do this, the clients won't see the effect!
See Also
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