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Using Particle Effects?

7 replies to this topic
MonkeyMan_420
  • MonkeyMan_420

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#1

Posted 12 March 2012 - 06:18 AM

I am trying to use "START_PTFX" or "TRIGGER_PTFX" which i cant seem to tell the difference. They both call the particle effect in the same way from what i can tell.

Anyways, I used both with "qub_explode_sm_red" (might have spelled that wrong) which i used because i know it works in HC kick script. And I can get that to play no problem. Then when I try another one none seem to work. Does anyone know why most of the particle effects listed on gtamodding.com dont work

i tried all the veh_exhaust ones for a car mod im working on...thanks if u can provide info smile.gif

MonkeyMan_420
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#2

Posted 12 March 2012 - 03:55 PM

So is gta community gone? Am I the only registered user here?? Lol

LMS
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#3

Posted 12 March 2012 - 10:21 PM

Next time, wait a little longer before bumping. And yeah, IV scripting is dead..more or less.

TRIGGER_PTFX creates a temporary PTFX while START_PTFX creates a permanent effect. Note that you can't use every PTFX temporarily and vice versa. If I recall correctly I got "veh_exhaust" working.

MonkeyMan_420
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#4

Posted 12 March 2012 - 11:04 PM

thanks dude!

lol @ flood control (i dont think this site needs it)

Prof_Farnsworth
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#5

Posted 18 March 2012 - 09:08 AM

Try creating an invisible object, then attaching that object to where you want the particle effect. Then use this call "GTA.Native.Function.Call("START_PTFX_ON_OBJ,"effect","object name","Px","Pz","Py","Rx","Rz","Ry",1065353216)". I am not sure what the last number represents, but it is the only one that seems to work for me.

Good luck

lamar_mustapha
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#6

Posted 18 March 2012 - 10:05 AM

that strange number u speak of is posted here in regards to san andreas...coincidence??

http://www.gtaforums...st&p=1060873256

fastman92 Posted: Sunday, Nov 13 2011, 21:28
QUOTE
CODE
         {
           rc.left = 0;
           rc.top = 1065353216;
           LODWORD(v29) = 0;
           LODWORD(v30) = 1065353216;
           LODWORD(v31) = rc.right;
           LODWORD(v32) = rc.bottom;
           v26 = " ENBSeries v0.075c reflective bump test 2: GTA San Andreas\n enbdev.com";
         }
         sprintf(stringbySprintf, v26);
         sprintf(byte_10036100, "%s", stringbySprintf);

Search for that string in hex editor, then edit. It works.

fastman92
  • fastman92

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#7

Posted 18 March 2012 - 10:11 AM

1065353216 is 1.0 value when interpreted as 4-byte float.
Thereby last argument of START_PTFX_ON_OBJ native opcode is floating point.
Use e.g 1.0, 2.0 or something else as long as it's float.

thaCURSEDpie
  • thaCURSEDpie

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#8

Posted 08 April 2012 - 06:03 PM

I added documentation for particle fx quite a while ago. Have you not had a look on the wiki? It's a good place to start if you're searching for info smile.gif .

List of all effects:
http://www.gtamoddin...article_effects

Natives:
START_PTFX (create PTFX in the world, not attached to anything)
http://www.gtamoddin...itle=START_PTFX

START_PTFX_ON_OBJ (create ptfx, attached to an object)
http://www.gtamoddin...ART_PTFX_ON_OBJ

The natives really aren't that hard. Prototype for START_PTFX:

CODE

// really pseudocode, because of the 'special' calling-convention native functions use (they pass their arguments in a structure)

int START_PTFX(string Name,                            // See link above ^
                      float X, float Y, float Z,               // So, the coordinates
                      float Yaw, float Pitch, float Roll,   // Rotation. Yes, R* uses a weird way to represent rotation, but I've tested and this is it
                      float Scale);                              // What it says on the tin.

// Returns: Handle to a particle effect instance



EDIT:
I rarely visit the forums anymore. Join #gtaivnetscripthook on freenode (it's not just about .Net scripthook. C++ / ASM / ... also goes smile.gif )




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