Copy function fireParticleUnitID ( posx , posy , id )
local p = ParticleSystem ();
p. AttachToUnitID ( Point (posx,posy),id)
p.shape = 4
p.sortOrder = 499
p.material = 0
p.startLifetime = 1.5
p.startSpeed = 1
p.startSize = 25
p.gravityModifier = - 10
p.angle = 50
p.radius = 7
p.shapeRotX = - 90
p.shapeScaleZ = 13.5
p.scale = 3
p.sizeOverLifeTime = true
p.sizeoVerLifeTimePrefab = 2
-- particle fire setting
p.colorOverLifeTime = true
p. SetColorOverLifeTimeColor ( 0 , Color ( 255 , 0 , 0 , 255 ))
p. RemoveColorOverLifeTimeColor ( 1 );
p. SetColorOverLifeTimeColorAlpha ( 0 , 0 )
p. AddColorOverLifeTimeAlpha ( 0.5 , 255 )
p. SetMaterialTexture ( "Pictures/fireEffect.png" , "Pictures/fireEffect.png" )
local p2 = ParticleSystem ();
p. AddChild (p2)
p2.visible = true
p2.shape = 4
p2.sortOrder = 500
p2.material = 4
p2.startLifetime = 1.5
p2.startSpeed = 1
p2.startSize = 20
p2.gravityModifier = - 10
p2.angle = 50
p2.scale = 3
p2.radius = 7
p2.shapeRotX = - 90
p2.shapeScaleZ = 13.5
p2.sizeOverLifeTime = true
p2.sizeoVerLifeTimePrefab = 2
-- particle fire setting
p2.colorOverLifeTime = true
p2. SetColorOverLifeTimeColor ( 0 , Color ( 255 , 255 , 0 , 255 ))
p2. RemoveColorOverLifeTimeColor ( 1 );
p2. SetColorOverLifeTimeColorAlpha ( 0 , 0 )
p2. AddColorOverLifeTimeAlpha ( 0.5 , 255 )
--Fire picture settings
p2. SetMaterialTexture ( "Pictures/fireEffect.png" , "Pictures/fireEffect.png" )
end
Insert the corresponding code content into the client script → Create an auto-start or button input event in Nekoland Studio → Register a script event → Insert fireParticleUnitID(0,0,event.id)
If you follow the above steps, a fire particle will be generated at the location of the event.
If you replace event.id with unit.id, it will be spawned at the player's location. 0,0 is the location where it will be spawned.