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231
.cursor/rules/roblox/reference/engine/classes/Smoke.yaml
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.cursor/rules/roblox/reference/engine/classes/Smoke.yaml
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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: Smoke
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type: class
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memory_category: Instances
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summary: |
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A particle emitter with the visual aesthetic of smoke.
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description: |
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Smoke is one of several particle-emitting classes. Like other particle
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emitters of its kind, Smoke objects emit particles when parented to a
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`Class.BasePart` (such as a `Class.Part`) or an `Class.Attachment` within such
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a `Class.BasePart`. Compared to the `Class.ParticleEmitter` class, Smoke lacks
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many different customization properties and special methods, such as
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`Class.ParticleEmitter.Lifetime` or `Class.ParticleEmitter:Emit()`. It is
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useful to create a quick special effect in a pinch; for more detailed work it
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is preferable to use a `Class.ParticleEmitter` instead.
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When `Class.Smoke.Enabled` is toggled off, particles emit by this object will
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continue to render until their lifetime expires. When a Smoke object's
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`Class.Instance.Parent` is set to `nil` (and/or `Class.Instance:Destroy()`ed),
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all particles will instantly disappear. If this effect is not desired, try
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hiding the parent object at a far away position, then removing the Smoke after
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a few seconds using `Class.Debris` to give the last particles a chance to
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expire. This object does not have a `Class.ParticleEmitter:Clear()` method,
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but it is possible to set the `Class.Instance.Parent` to `nil` and back to the
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exact same object for the same effect.
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Smoke particles are only emitted from the center of `Class.BasePart` to which
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they are parented. Parenting a Smoke object to an `Class.Attachment` instead
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allows customization of the particles' start position.
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code_samples:
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- Add-Smoke-to-Fire
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inherits:
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- Instance
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descendants: []
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tags: []
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deprecation_message: ''
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properties:
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- name: Smoke.Color
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summary: |
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Determines the color of the smoke particles.
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description: |
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The Color property determines the color of all the particles emit by a
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`Class.Smoke` object (both existing and future particles). It behaves
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similarly to `Class.ParticleEmitter.Color`, except that it is only one
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color and not a `Datatype.ColorSequence`. A color of white with some
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`Class.Smoke.Opacity` makes for a nice fog effect, and a very opaque black
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color can compliment a `Class.Fire` object nicely.
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code_samples:
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- Add-Smoke-to-Fire
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type: Color3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: Smoke.Enabled
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summary: |
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Determines whether smoke particles emit.
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description: |
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The Enabled property, much like `Class.ParticleEmitter.Enabled`,
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determines whether smoke particles are emitted. Any particles already emit
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will continue to render until their lifetime expires. This property is
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useful for keeping pre-made smoke effects off until they are needed later.
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Since smoke particles are destroyed when the `Class.Smoke` object's
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`Class.Instance.Parent` is set to `nil`, this property is useful in
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allowing existing particles the opportunity to expire before destroying
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the Fire object altogether. See the function below.
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```
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local Debris = game:GetService("Debris")
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local part = script.Parent
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function stopSmoke(smoke)
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smoke.Enabled = false -- No more new particles
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Debris:AddItem(smoke, 10) -- Remove the object after a delay (after existing particles have expired)
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end
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stopSmoke(part.Smoke)
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```
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code_samples:
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- Add-Smoke-to-Fire
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: Smoke.LocalTransparencyModifier
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summary: ''
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description: ''
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code_samples: []
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type: float
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tags:
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- Hidden
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Basic
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- name: Smoke.Opacity
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summary: |
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Determines how opaque smoke particles render.
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description: |
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Opacity determines the opaqueness of the smoke particles. It must be in
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the range [0, 1]. This property works **inversely** in comparison to a
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part's `Class.BasePart.Transparency` or ParticleEmitter's
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`Class.ParticleEmitter.Transparency`: a value of 0 is completely
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invisible, 1 is completely visible.
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The texture that Roblox uses for `Class.Smoke` particles is partially
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transparent, so setting this property to 1 still yields transparency in
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rendered smoke.
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code_samples:
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- Add-Smoke-to-Fire
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type: float
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tags:
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- Basic
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- name: Smoke.RiseVelocity
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summary: |
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Determines the velocity of the smoke particles.
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description: |
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RiseVelocity behaves similarly to `Class.ParticleEmitter.Speed` and
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`Class.Fire.Heat`: it determines how fast the smoke particles move during
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their lifetime. It must be in the range [-25, 25]. Negative values will
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cause particles to emit in the bottom (-Y) direction of the parent
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`Class.BasePart`.
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When using a `Class.Smoke` effect to create fog, set this property to 0.
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For large smoke effects, make the rise subtle (2 to 8). For chimneys and
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smokestacks, higher values are appropriate.
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code_samples:
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- Add-Smoke-to-Fire
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type: float
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tags:
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- Basic
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- name: Smoke.Size
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summary: |
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Determines the size of newly emit smoke particles.
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description: |
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The Size property of `Class.Smoke` determines the size of the newly emit
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smoke particles. Unlike `Class.Smoke.Color`, this property will not change
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the size of existing particles. It must be in the range [0.1, 100]. Unlike
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`Class.ParticleEmitter.Size`, this property is only a number (not a
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`Datatype.NumberSequence`). Also note also that the size of the particles
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is not 1-to-1 with studs; in fact, the size of the smoke particle is more
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than twice as large. At the largest size, smoke particles can render
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larger than 200 studs wide!
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code_samples:
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- Add-Smoke-to-Fire
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type: float
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tags:
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- Basic
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- name: Smoke.TimeScale
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summary: |
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Value between 0-1 that controls the speed of the particle effect.
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description: |
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A value between 0-1 than controls the speed of the particle effect. At 1
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it runs at normal speed, at 0.5 it runs at half speed, and at 0 it freezes
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time.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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methods: []
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events: []
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callbacks: []
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