Using Particle Effects?
Posted 12 March 2012 - 06:18 AM
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
Posted 12 March 2012 - 03:55 PM
Posted 12 March 2012 - 10:21 PM
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.
Posted 12 March 2012 - 11:04 PM
lol @ flood control (i dont think this site needs it)
Posted 18 March 2012 - 09:08 AM
Posted 18 March 2012 - 10:05 AM
fastman92 Posted: Sunday, Nov 13 2011, 21:28
Search for that string in hex editor, then edit. It works.
Posted 18 March 2012 - 10:11 AM
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.
Posted 08 April 2012 - 06:03 PM
List of all effects:
START_PTFX (create PTFX in the world, not attached to anything)
START_PTFX_ON_OBJ (create ptfx, attached to an object)
The natives really aren't that hard. Prototype for START_PTFX:
// 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
I rarely visit the forums anymore. Join #gtaivnetscripthook on freenode (it's not just about .Net scripthook. C++ / ASM / ... also goes )
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