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Create heli downwash water effect? (PTFX)


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Here's my current code:

void Drone::updatePTFX(){	static int downwash_object = OBJECT::CREATE_OBJECT(-589090886, position.x, position.y, 0.0f, FALSE, TRUE, FALSE);	float height = 0.0f;	WATER::GET_WATER_HEIGHT(position.x, position.y, position.z, &height);	Vektor3D ptfx_pos = Vektor3D(position.x, position.y, height);	char asset[] = "core";	char effect[] = "veh_downwash_water";	if (STREAMING::HAS_NAMED_PTFX_ASSET_LOADED(asset))	{		GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(asset);		GRAPHICS::START_PARTICLE_FX_LOOPED_AT_COORD(effect, ptfx_pos.x, ptfx_pos.y, ptfx_pos.z, 0.0f, 0.0f, 0.0f, 2.0f, FALSE, FALSE, FALSE, FALSE);		//Looped and non loop won't work for me		GRAPHICS::START_PARTICLE_FX_NON_LOOPED_AT_COORD(effect, ptfx_pos.x, ptfx_pos.y, ptfx_pos.z, 0.0f, 0.0f, 0.0f, 2.0f, FALSE, FALSE, FALSE);		ENTITY::SET_ENTITY_COORDS(downwash_object, ptfx_pos); //Make coords visible	}	else	{		STREAMING::REQUEST_NAMED_PTFX_ASSET(asset);	}}

The position of the drone is already known. (position variable)

 

The asset (core) is always loaded.

Test object is always at the desired position but there's no downwash ptfx.

 

i took the names from http://camx.me/gtav/ptxfx/ptfx.txtmention in this thread:

http://gtaforums.com/topic/866987-particles-fx-full-list/?hl=ptfx&do=findComment&comment=1069062547

 

I already added light trails successfully but this ptfx won't work.

Can somebody help me?

 

The booleans are set to false and it works with other assets so I guess this is fine here as well but I'm not sure what they do.

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I assume its the effect seen on the water surface while flying with a helicopter quite low. There are different downwash effects, sand, grass etc.

I'm pretty sure its the ptfx i need.

But if you mean script where its used then i have no idea.

I used this in my Helicopter Effects:

    Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, FxLibrary2);    Function.Call(Hash.SET_PARTICLE_FX_NON_LOOPED_COLOUR, .81f, .90f, .94f);//.95f, .90f, .80f    var _spawned = Function.Call<bool>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, FxEffect2, _spawnLocation.X, _spawnLocation.Y, _spawnLocation.Z, _xRot, _yRot, _zRot, _scale, _xAxis, _yAxis, _zAxis);

Where FxLibrary2 = "core" and FxEffect2 = "ent_dst_gen_water_spray"

 

I think that "veh_downwash_water" ptfx is more like a radial-emitter style ptfx rather than a more localised effect. I went through pretty much every water based ptfx before deciding on the ones used in my mod. They're not perfect but they were about as good as I could find for my purposes.

Edited by Guest
JustAnotherComplexKid

It's weird as I think only PC and maybe PS3 can use 'core' as the fx library. On 360 we can't do that. Example for the old breathe fire mod you'd use, fxLib: core fx: ent_sht_flame but on 360 the fxLib for it to work has to be, 'ent_liquid_cont' it's weird.lol

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