Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
      4. Frontier Pursuits
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. DLC
      2. Find Lobbies & Players
      3. Guides & Strategies
      4. Vehicles
      5. Content Creator
      6. Help & Support
      7. The Diamond Casino Heist
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA IV Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA SA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA VC Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA III Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

julionib

[Q] Someone succeed using Start Particle FX methods?

Recommended Posts

c39687

that teleport looks good :^:

Share this post


Link to post
Share on other sites
ChOcOsKiZo

Playing with the alien transport effect is very interesting - especially when coupled with a hotkeyed teleport. After some fiddling with this effect, SET_ENTITY_ALPHA, and teleport - I have a pretty neat teleport effect. Something I quickly whipped together to see if it worked:

if(get_key_pressed(Keys.B)) then            ptfx = "scr_rcbarry1"            fx = "scr_alien_teleport"            fx_loop = 25            i=0            coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0, 0, 0)                        while (i<fx_loop) do                STREAMING.REQUEST_NAMED_PTFX_ASSET(ptfx)                GRAPHICS._SET_PTFX_ASSET_NEXT_CALL(ptfx)                GRAPHICS.START_PARTICLE_FX_NON_LOOPED_AT_COORD(fx, coords.x, coords.y, coords.z, 0.0, 0.0, 0.0, 0x3F800000, false, false, false)                i=i+1                wait(25)                print("Loop: " .. i)            end                        ENTITY.SET_ENTITY_ALPHA(playerPed, 0, false)                        wait(4000)                        ENTITY.SET_ENTITY_COORDS_NO_OFFSET(playerPed, 1747.0, 3273.7, 41.1 , false, false, true) --teleports you to the desert airfield            ENTITY.SET_ENTITY_ALPHA(playerPed, 0, false)            coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0, 0, 0)                        wait(1000)                        i=0                        while (i<fx_loop) do                STREAMING.REQUEST_NAMED_PTFX_ASSET(ptfx)                GRAPHICS._SET_PTFX_ASSET_NEXT_CALL(ptfx)                GRAPHICS.START_PARTICLE_FX_NON_LOOPED_AT_COORD(fx, coords.x, coords.y, coords.z, 0.0, 0.0, 0.0, 0x3F800000, false, false, false)                i=i+1                wait(25)                print("Loop: " .. i)            end                        ENTITY.SET_ENTITY_ALPHA(playerPed, 255, false)        end

WOFI88Am.gif

Click to see the video.

 

Thanks for this research, I hope to find more effects. Feel free to use the above effect and tweak it. Maybe a mod can find use for it :)

 

Edit: Just realized it might also be in the decompiled scripts as well... oh well, I had fun scripting it.

Wow this is beautiful :cookie:

Share this post


Link to post
Share on other sites
ffzero58

Haha, thanks. It doesn't look good in the day - I tweaked it so the "flurries" last after the ped appears and the alpha is fading (not abruptly disappearing). Easy to tweak on your own. Feel free to play with it. :)

Share this post


Link to post
Share on other sites
Ben Lahyene

Playing with the alien transport effect is very interesting - especially when coupled with a hotkeyed teleport. After some fiddling with this effect, SET_ENTITY_ALPHA, and teleport - I have a pretty neat teleport effect. Something I quickly whipped together to see if it worked:

if(get_key_pressed(Keys.B)) then            ptfx = "scr_rcbarry1"            fx = "scr_alien_teleport"            fx_loop = 25            i=0            coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0, 0, 0)                        while (i<fx_loop) do                STREAMING.REQUEST_NAMED_PTFX_ASSET(ptfx)                GRAPHICS._SET_PTFX_ASSET_NEXT_CALL(ptfx)                GRAPHICS.START_PARTICLE_FX_NON_LOOPED_AT_COORD(fx, coords.x, coords.y, coords.z, 0.0, 0.0, 0.0, 0x3F800000, false, false, false)                i=i+1                wait(25)                print("Loop: " .. i)            end                        ENTITY.SET_ENTITY_ALPHA(playerPed, 0, false)                        wait(4000)                        ENTITY.SET_ENTITY_COORDS_NO_OFFSET(playerPed, 1747.0, 3273.7, 41.1 , false, false, true) --teleports you to the desert airfield            ENTITY.SET_ENTITY_ALPHA(playerPed, 0, false)            coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0, 0, 0)                        wait(1000)                        i=0                        while (i<fx_loop) do                STREAMING.REQUEST_NAMED_PTFX_ASSET(ptfx)                GRAPHICS._SET_PTFX_ASSET_NEXT_CALL(ptfx)                GRAPHICS.START_PARTICLE_FX_NON_LOOPED_AT_COORD(fx, coords.x, coords.y, coords.z, 0.0, 0.0, 0.0, 0x3F800000, false, false, false)                i=i+1                wait(25)                print("Loop: " .. i)            end                        ENTITY.SET_ENTITY_ALPHA(playerPed, 255, false)        end

WOFI88Am.gif

Click to see the video.

 

Thanks for this research, I hope to find more effects. Feel free to use the above effect and tweak it. Maybe a mod can find use for it :)

 

Edit: Just realized it might also be in the decompiled scripts as well... oh well, I had fun scripting it.

very nice teleportation :lol: i have try to port your code in ps3 but i have just the light in the floor . no the effect around player . why ?

Edited by Ben Lahyene

Share this post


Link to post
Share on other sites
ffzero58

I've only tested this on PC so I am not sure how it would behave on PS3.

Share this post


Link to post
Share on other sites
ffzero58

Does anyone know how to call out these particles?

 

eefeo.jpg

Share this post


Link to post
Share on other sites
Fireboyd78

I've looked everywhere for a native that calls a particle effect by its hash and I just can't find anything. We'll figure it out eventually!

Share this post


Link to post
Share on other sites
julionib

i dont think that those files we can actualy see inside the .ypt files are particle effects, i say this because some Assets like scr_rcbarry1 and scr_rcbarry2 dont have anything inside, and its possible call ptfx from them, but this is just a guess

Share this post


Link to post
Share on other sites
ISOFX

i dont think that those files we can actualy see inside the .ypt files are particle effects, i say this because some Assets like scr_rcbarry1 and scr_rcbarry2 dont have anything inside, and its possible call ptfx from them, but this is just a guess

 

 

can someone give me an example of a working partial effect and not in LUA Coding, Thanks :)

Share this post


Link to post
Share on other sites
julionib

yes, you are wrong, lol

all methods i show in that example are necessary to make a particle effect appear.

 

there is basically some steps we need:

 

-request the Asset: GTA.Native.Function.Call(GTA.Native.Hash._0xB80D8756B4668AB6, "scr_carsteal4")

 

-check if Asset was loaded: GTA.Native.Function.Call(Of Boolean)(GTA.Native.Hash._0x8702416E512EC454, "scr_carsteal4")

 

-determine what Asset will be used in next particle fx "call": GTA.Native.Function.Call(GTA.Native.Hash._0x6C38AF3693A69A91, "scr_carsteal4")

 

-"call" the particle fx: GTA.Native.Function.Call(Of Int32)(Native.Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_carsteal5_car_muzzle_flash", Game.Player.Character, 0, 0, 0, 0, 0, 0, 3.5, 0, 0, 0)


Keep in mind that some particle effects only work in water, other only work in entites, other only work when entity moves, but great part work fine without those conditions

Share this post


Link to post
Share on other sites
ISOFX

yes, you are wrong, lol

 

all methods i show in that example are necessary to make a particle effect appear.

 

there is basically some steps we need:

 

-request the Asset: GTA.Native.Function.Call(GTA.Native.Hash._0xB80D8756B4668AB6, "scr_carsteal4")

 

-check if Asset was loaded: GTA.Native.Function.Call(Of Boolean)(GTA.Native.Hash._0x8702416E512EC454, "scr_carsteal4")

 

-determine what Asset will be used in next particle fx "call": GTA.Native.Function.Call(GTA.Native.Hash._0x6C38AF3693A69A91, "scr_carsteal4")

 

-"call" the particle fx: GTA.Native.Function.Call(Of Int32)(Native.Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_carsteal5_car_muzzle_flash", Game.Player.Character, 0, 0, 0, 0, 0, 0, 3.5, 0, 0, 0)

 

 

Keep in mind that some particle effects only work in water, other only work in entites, other only work when entity moves, but great part work fine without those conditions

Doesnt matter lol i got it working as soon as i asked lol sorry for making u type all that but thanks for the help though :)

Share this post


Link to post
Share on other sites
Ben Lahyene

I've only tested this on PC so I am not sure how it would behave on PS3.

 

its ok now it work perfectly . thanks for your code :cool: . good job .

 

Now i will try to make my own function with other action and effect

 

 

firework fx :

 

"scr_indep_fireworks" - "scr_indep_firework_fountain" "scr_indep_firework_shotburst" "scr_indep_firework_starburst" "scr_indep_firework_trailburst"

Share this post


Link to post
Share on other sites
ffzero58

yes, you are wrong, lol

 

all methods i show in that example are necessary to make a particle effect appear.

 

there is basically some steps we need:

 

-request the Asset: GTA.Native.Function.Call(GTA.Native.Hash._0xB80D8756B4668AB6, "scr_carsteal4")

 

-check if Asset was loaded: GTA.Native.Function.Call(Of Boolean)(GTA.Native.Hash._0x8702416E512EC454, "scr_carsteal4")

 

-determine what Asset will be used in next particle fx "call": GTA.Native.Function.Call(GTA.Native.Hash._0x6C38AF3693A69A91, "scr_carsteal4")

 

-"call" the particle fx: GTA.Native.Function.Call(Of Int32)(Native.Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_carsteal5_car_muzzle_flash", Game.Player.Character, 0, 0, 0, 0, 0, 0, 3.5, 0, 0, 0)

 

 

Keep in mind that some particle effects only work in water, other only work in entites, other only work when entity moves, but great part work fine without those conditions

 

Do you have some examples for which FXs work under certain conditions? I hope to make some clips soon and FX would make it so much more interesting.

Share this post


Link to post
Share on other sites
julionib

cant remember now

Share this post


Link to post
Share on other sites
ffzero58

So I've been playing around with GRAPHICS.SET_PARTICLE_FX_NON_LOOPED_COLOUR. It seems to only work on tire burnout effects. Shame... I wanted it to work on all effects. :(

Share this post


Link to post
Share on other sites
julionib

thats bad, in IV this only was possible with few ptfx (if not only one), in EFLC version, the parachute smoke

Share this post


Link to post
Share on other sites
froggz19

How would I find the asset for "ent_anim_dog_poo"?

 

--edit--

 

It's "scr_amb_chop"

 

"scr_amb_chop" seems to contain chop's poop.

 

choppoop.jpg

 

chop_poop_texture.jpg

Edited by froggz19

Share this post


Link to post
Share on other sites
FSAOSkar

Same question as above. Could anyone give me the asset for "wpn_flare" or tell me how to find it ?

Also is it possible to apply DLC particle effects with the normal ptfx natives or do I need another special dlc ptfx native for that ?

Share this post


Link to post
Share on other sites
CamxxCore

Same question as above. Could anyone give me the asset for "wpn_flare" or tell me how to find it ?

Also is it possible to apply DLC particle effects with the normal ptfx natives or do I need another special dlc ptfx native for that ?

The fx for the "fuse" is called "proj_flare_fuse" it is included with the "core" asset which includes most of the non- script related fx in the game.

 

I assume you know how to play the FX. Here is an example in case not.. (: (c#)

 

            var pos = Game.Player.Character.Position;            if (!Function.Call<bool>(Hash.HAS_NAMED_PTFX_ASSET_LOADED, "core"))            {                Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "core");                while (!Function.Call<bool>(Hash.HAS_NAMED_PTFX_ASSET_LOADED, "core"))                    Wait(0);            }            Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, "core");            Function.Call(Hash.START_PARTICLE_FX_LOOPED_AT_COORD, "proj_flare_fuse", pos.X, pos.Y, pos.Z, 0.0, 0.0, 0.0, 1.0, 0, 0, 0, 0); 
There is a chance you don't even have to request the core asset. Honestly that would make more sense since the fx it contains are used for pretty much everything. Vehicles, ambient fx etc. Edited by CamxxCore

Share this post


Link to post
Share on other sites
CamxxCore

So I've been playing around with GRAPHICS.SET_PARTICLE_FX_NON_LOOPED_COLOUR. It seems to only work on tire burnout effects. Shame... I wanted it to work on all effects. :(

I had issues with that native too. Sometimes it works, sometimes not. Maybe it needs to be called in conjunction with another native or used in a different way. But it does work with fx other than tire smoke. Fireworks etc.

Share this post


Link to post
Share on other sites
FSAOSkar

Thanks, seems like the right particle effect but the scale is so f*cked up lmao xD

Pg8zVtn.png

 

 

*edit* After I've fixed the scaling of the effect I see that it's not the one I was searching for. I'm searching for the effect which gets applied to the projectiles of the flare gun.

But better then nothing, thanks !

Edited by FSAOSkar

Share this post


Link to post
Share on other sites
CamxxCore

Thanks, seems like the right particle effect but the scale is so f*cked up lmao xD

Pg8zVtn.png

 

 

*edit* After I've fixed the scaling of the effect I see that it's not the one I was searching for. I'm searching for the effect which gets applied to the projectiles of the flare gun.

But better then nothing, thanks !

 

"weap_heist_flare_trail" is probably what you are looking for.

 

Not sure what happened there with the scale. yikes!

Edited by CamxxCore

Share this post


Link to post
Share on other sites
Chobanov

Guys can anyone give me a working code that if(get_key_pressed(Keys.B)) then -> the particle i want to use activates while holding down the key cuz it seems im not able to write it and i know this part of the code is correct

 

if (!STREAMING::HAS_NAMED_PTFX_ASSET_LOADED(ptfxAsset)) STREAMING::REQUEST_NAMED_PTFX_ASSET(ptfxAsset);

if (!GRAPHICS::DOES_PARTICLE_FX_LOOPED_EXIST(LEye)){
GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(core);
LEye = GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE(ent_dst_elec_crackle, ped, 0, -0.1f, 0, 0, 180, 0, 25260, 0.5, 0, 0, 0);
}

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 2 Users Currently Viewing
    0 members, 0 Anonymous, 2 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.