Effectdata, Effects, ParticleEmitters, and ParticleSystems

Alright, so I have a question, I’m horribly confused between all of these concepts. Right now, I have a TF2 confetti effect which utilizes the ParticleSystemAttach function. However, I was wondering if the confetti effect could be produced through any of the other 3 methods (through util.Effect, or ParticleEmitter, etc.)

[editline]01:34PM[/editline]

Here’s my current code, if anyone is confused:


AddCSLuaFile("cl_init.lua")
PrecacheParticleSystem( "bday_confetti" )
function confetti(ply, cmd, args)
local playerpos = ply:GetPos()
local prop = ents.Create("prop_dynamic")
prop:SetModel("models/props_junk/PopCan01a.mdl")
prop:SetPos( playerpos + Vector(0,0,100) )
prop:Spawn()
prop:SetParent( ply )
prop:SetColor(255, 255, 255, 0)
ParticleEffectAttach("bday_confetti",PATTACH_ABSORIGIN_FOLLOW,prop,0)
prop:Fire("kill",nil,2)
end

concommand.Add( "bday", confetti )