spasi Posted September 12, 2015 Share Posted September 12, 2015 (edited) Hello, Well, I've been trying for more than 2hours to make some particles spawn. I'm using the following natives (START_PARTICLE_FX_NON_LOOPED_AT_COORD and SET_PTFX_ASSET_NEXT_CALL) but I still can't make it work even after reading the following topic http://gtaforums.com/topic/791785-q-someone-succeed-using-start-particle-fx-methods/ Could anyone give me some advice? Thanks in advance! Edited September 12, 2015 by spasi Link to comment Share on other sites More sharing options...
ISOFX Posted September 12, 2015 Share Posted September 12, 2015 C++ Code: STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_rcbarry2");GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_rcbarry2");GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_ENTITY("scr_clown_appears", PLAYER::PLAYER_PED_ID(), 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false); C# Code: Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "scr_rcbarry2");Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, "scr_rcbarry2");Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_clown_appears", Game.Player.Character, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false); Enjoy! Link to comment Share on other sites More sharing options...
Flying Scotsman Posted September 20, 2015 Share Posted September 20, 2015 (edited) Since it hasn't been said, this is the list of particle effects available: http://pastebin.com/SME7bKaS The first one is the effect to be loaded before the second one can be used. For example if you wanted the alien disintegrate effect to play you would need do (it's the same process for C#): STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_rcbarry1"); //the precursor - the first effect in the listGRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_rcbarry1");GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_ENTITY("scr_alien_disintegrate", PLAYER::PLAYER_PED_ID(), 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false); //the following effect after the precursor If you don't do this - the effect won't play (I discovered this after hours of tearing my hair out trying to figure out why it refused to work properly). Edited September 20, 2015 by Zemanez Link to comment Share on other sites More sharing options...
ISOFX Posted September 20, 2015 Share Posted September 20, 2015 Since it hasn't been said, this is the list of particle effects available: http://pastebin.com/SME7bKaS The first one is the effect to be loaded before the second one can be used. For example if you wanted the alien disintegrate effect to play you would need do (it's the same process for C#): STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_rcbarry1"); //the precursor - the first effect in the listGRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_rcbarry1");GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_ENTITY("scr_alien_disintegrate", PLAYER::PLAYER_PED_ID(), 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false); //the following effect after the precursor If you don't do this - the effect won't play (I discovered this after hours of tearing my hair out trying to figure out why it refused to work properly). My list Well i didnt find them i just posted them on there. Link to comment Share on other sites More sharing options...
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