MonkeyMan_420 Posted March 12, 2012 Share Posted March 12, 2012 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 Link to comment Share on other sites More sharing options...
MonkeyMan_420 Posted March 12, 2012 Author Share Posted March 12, 2012 So is gta community gone? Am I the only registered user here?? Lol Link to comment Share on other sites More sharing options...
LMS Posted March 12, 2012 Share Posted March 12, 2012 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. Link to comment Share on other sites More sharing options...
MonkeyMan_420 Posted March 12, 2012 Author Share Posted March 12, 2012 thanks dude! lol @ flood control (i dont think this site needs it) Link to comment Share on other sites More sharing options...
Prof_Farnsworth Posted March 18, 2012 Share Posted March 18, 2012 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 Link to comment Share on other sites More sharing options...
lamar_mustapha Posted March 18, 2012 Share Posted March 18, 2012 that strange number u speak of is posted here in regards to san andreas...coincidence?? http://www.gtaforums.com/index.php?showtop...st&p=1060873256 fastman92 Posted: Sunday, Nov 13 2011, 21:28 { 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. Link to comment Share on other sites More sharing options...
fastman92 Posted March 18, 2012 Share Posted March 18, 2012 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. Link to comment Share on other sites More sharing options...
thaCURSEDpie Posted April 8, 2012 Share Posted April 8, 2012 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 . List of all effects: http://www.gtamodding.com/index.php?title=...article_effects Natives: START_PTFX (create PTFX in the world, not attached to anything) http://www.gtamodding.com/index.php?title=START_PTFX START_PTFX_ON_OBJ (create ptfx, attached to an object) http://www.gtamodding.com/index.php?title=START_PTFX_ON_OBJ 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 EDIT: I rarely visit the forums anymore. Join #gtaivnetscripthook on freenode (it's not just about .Net scripthook. C++ / ASM / ... also goes ) Link to comment Share on other sites More sharing options...
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