LeFix Posted May 22, 2017 Share Posted May 22, 2017 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. Link to comment https://gtaforums.com/topic/887781-create-heli-downwash-water-effect-ptfx/ Share on other sites More sharing options...
JustAnotherComplexKid Posted May 22, 2017 Share Posted May 22, 2017 Do you know what this is from in game? Like an example of where it's use in game by chance. Link to comment https://gtaforums.com/topic/887781-create-heli-downwash-water-effect-ptfx/#findComment-1069587486 Share on other sites More sharing options...
LeFix Posted May 23, 2017 Author Share Posted May 23, 2017 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. Link to comment https://gtaforums.com/topic/887781-create-heli-downwash-water-effect-ptfx/#findComment-1069588337 Share on other sites More sharing options...
ikt Posted May 24, 2017 Share Posted May 24, 2017 There was a mod for this: https://www.gta5-mods.com/scripts/helicopter-effects-random-dirty-cars-bus-lights-3-in-1 https://www.gta5-mods.com/scripts/helicopter-effects It might be worth asking the author about it? LeFix 1 Link to comment https://gtaforums.com/topic/887781-create-heli-downwash-water-effect-ptfx/#findComment-1069590514 Share on other sites More sharing options...
Guest Posted May 24, 2017 Share Posted May 24, 2017 (edited) 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 May 24, 2017 by Guest Link to comment https://gtaforums.com/topic/887781-create-heli-downwash-water-effect-ptfx/#findComment-1069590893 Share on other sites More sharing options...
JustAnotherComplexKid Posted May 26, 2017 Share Posted May 26, 2017 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 Link to comment https://gtaforums.com/topic/887781-create-heli-downwash-water-effect-ptfx/#findComment-1069595009 Share on other sites More sharing options...
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