# Kill All Particles
Grammar — Kill all particles
Flags —Native
|Action
This will destroy all of the active particles on the map for all players. Models that emit particles will still continue to do so, this will just kill the existing particles.
Returns — void
native void ActorWorldParticleFXDestroy();
# Related
Category: Actor / Destroy Actors
- Kill Actor Scope —
void
— ActorScopeKill - Kill All Particles —
void
— ActorWorldParticleFXDestroy - Kill Model —
void
— libNtve_gf_KillModel - Orphan Actor Scope —
void
— ActorScopeOrphan - Remove Doodads in Region —
void
— libNtve_gf_RemoveDoodadsinRegion - Remove Death Models in Region —
void
— libNtve_gf_RemoveDeathModelsinRegion - Remove Death Models in Region Immediately —
void
— libNtve_gf_RemoveDeathModelsinRegionImmediately
# Examples
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/ttychus05.sc2map/MapScript.galaxy:6081
GameDestroyEffects(PointFromId(321), 15.0, 0, "VortexCreatePersistent");
GameDestroyEffects(PointFromId(321), 15.0, 0, "VortexCreatePersistentInitial");
ActorWorldParticleFXDestroy();
UnitPauseAll(true);
UnitRemove(gv_uNITDaMothership);
campaigns/liberty.sc2campaign — base.sc2maps/maps/challenges/protosspsionics.sc2map/MapScript.galaxy:1829
UnitSetPropertyFixed(UnitFromId(1), c_unitPropLifePercent, 100.0);
ActorWorldParticleFXDestroy();
TriggerEnable(gt_IntroArchons, false);
TriggerExecute(gt_ResetGameData, true, true);
campaigns/liberty.sc2campaign — base.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:1387
}
UnitGroupLoopEnd();
ActorWorldParticleFXDestroy();
Wait(0.1, c_timeGame);
AIToggleBulliesInRegion(gv_p3_ENEMY_PROTOSS, RegionFromId(1), false);
campaigns/liberty.sc2campaign — base.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:2195
}
UnitGroupLoopEnd();
ActorWorldParticleFXDestroy();
libNtve_gf_CreateUnitsAtPoint2(1, "SCV", 0, gv_pLAYER_USER, PointFromId(14));
libNtve_gf_CreateUnitsAtPoint2(1, "SCV", 0, gv_pLAYER_USER, PointFromId(15));
campaigns/liberty.sc2campaign — base.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:2299
}
UnitGroupLoopEnd();
ActorWorldParticleFXDestroy();
TriggerExecute(gt_Replaceallresources, true, false);
libNtve_gf_CinematicMode(true, PlayerGroupAll(), c_transitionDurationDefault);
campaigns/liberty.sc2campaign — base.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:2483
}
UnitGroupLoopEnd();
ActorWorldParticleFXDestroy();
TriggerExecute(gt_Replaceallresources, true, true);
libNtve_gf_CreateUnitsAtPoint2(1, "CommandCenter", 0, gv_pLAYER_USER, PointFromId(37));
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/ttychus05.sc2map — MapScript.galaxy:6081
GameDestroyEffects(PointFromId(321), 15.0, 0, "VortexCreatePersistent");
GameDestroyEffects(PointFromId(321), 15.0, 0, "VortexCreatePersistentInitial");
ActorWorldParticleFXDestroy();
UnitPauseAll(true);
UnitRemove(gv_uNITDaMothership);
campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/protosspsionics.sc2map — MapScript.galaxy:1829
UnitSetPropertyFixed(UnitFromId(1), c_unitPropLifePercent, 100.0);
ActorWorldParticleFXDestroy();
TriggerEnable(gt_IntroArchons, false);
TriggerExecute(gt_ResetGameData, true, true);
campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2map — MapScript.galaxy:1387
}
UnitGroupLoopEnd();
ActorWorldParticleFXDestroy();
Wait(0.1, c_timeGame);
AIToggleBulliesInRegion(gv_p3_ENEMY_PROTOSS, RegionFromId(1), false);
campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2map — MapScript.galaxy:2195
}
UnitGroupLoopEnd();
ActorWorldParticleFXDestroy();
libNtve_gf_CreateUnitsAtPoint2(1, "SCV", 0, gv_pLAYER_USER, PointFromId(14));
libNtve_gf_CreateUnitsAtPoint2(1, "SCV", 0, gv_pLAYER_USER, PointFromId(15));
campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2map — MapScript.galaxy:2299
}
UnitGroupLoopEnd();
ActorWorldParticleFXDestroy();
TriggerExecute(gt_Replaceallresources, true, false);
libNtve_gf_CinematicMode(true, PlayerGroupAll(), c_transitionDurationDefault);
campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2map — MapScript.galaxy:2483
}
UnitGroupLoopEnd();
ActorWorldParticleFXDestroy();
TriggerExecute(gt_Replaceallresources, true, true);
libNtve_gf_CreateUnitsAtPoint2(1, "CommandCenter", 0, gv_pLAYER_USER, PointFromId(37));
mods/core.sc2mod — base.sc2data/TriggerLibs/NativeLib.galaxy:1165
lv_actorRegion = libNtve_gf_ActorLastCreated();
ActorRegionSend(lv_actorRegion, c_actorIntersectAgainstRadiusContact, "Destroy", "Model", "ScopeContains _DeathModel");
ActorWorldParticleFXDestroy();
ActorScopeKill(ActorScopeFromActor(lv_actorRegion));
}
mods/core.stormmod — base.stormdata/TriggerLibs/NativeLib.galaxy:1061
ActorRegionSend(lv_actorRegion, c_actorIntersectAgainstRadiusContact, "Destroy", "Model", "ScopeContains _DeathModel");
ActorRegionSend(lv_actorRegion, c_actorIntersectAgainstRadiusContact, "Destroy", "Unit", "ScopeContains _DeathModel");
ActorWorldParticleFXDestroy();
ActorScopeKill(ActorScopeFromActor(lv_actorRegion));
}