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[SOLVED] START_PARTICLE_FX_NON_LOOPED_ON_ENTITY - doesnt work


BurkiOlmi
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BurkiOlmi

Hi, I want to start a ParticleFx as looped, but it only works as non looped. Heres my Code :

 

Quote

 public void OnTick(object sender,EventArgs e)
        {
            if (Game.IsKeyPressed(Keys.ShiftKey))
            {
                int bone = Function.Call<int>(Hash.GET_ENTITY_BONE_INDEX_BY_NAME, Game.Player.Character.CurrentVehicle, "bonnet");

                Vector3 pos = Function.Call<Vector3>(Hash.GET_WORLD_POSITION_OF_ENTITY_BONE, Game.Player.Character.CurrentVehicle, bone);

                Vector3 offset = Function.Call<Vector3>(Hash.GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS, Game.Player.Character.CurrentVehicle, pos.X, pos.Y, pos.Z);


                Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "core");
                if (Function.Call<bool>(Hash.HAS_NAMED_PTFX_ASSET_LOADED, "core"))
                {
                    Function.Call(Hash.USE_PARTICLE_FX_ASSET, "core");
                }

                Function.Call<int>(Hash.START_PARTICLE_FX_LOOPED_ON_ENTITY, "ent_sht_steam", Game.Player.Character.CurrentVehicle, offset.X + 0.5, offset.Y + 0.05, offset.Z, 40.0, 20.0, 0.0, 0.5, false, false, false);

 


            }
           
        }

Edited by BurkiOlmi
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There are different types of particle effects. Many do not work in any mode. Some work only as looped, others work as non-looped. I don't know how it can be changed. 

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  • 2 weeks later...
BurkiOlmi
On 2/15/2022 at 5:30 PM, ED9M said:

There are different types of particle effects. Many do not work in any mode. Some work only as looped, others work as non-looped. I don't know how it can be changed. 

No the cause was that I had to add a code to stop them, because if not the game automatically stops the particlefx. Thanks anyway

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