GRAPHICS

START_PARTICLE_FX_NON_LOOPED_ON_ENTITY

0x0D53A3B8DA0809D2 Jenkins: 0x9604DAD4

Signature

// GRAPHICS
BOOL START_PARTICLE_FX_NON_LOOPED_ON_ENTITY(const char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ)

Parameters

Type Name
const char* effectName
Entity entity
float offsetX
float offsetY
float offsetZ
float rotX
float rotY
float rotZ
float scale
BOOL axisX
BOOL axisY
BOOL axisZ

Return type BOOL

Build 323

Documentation

Starts a particle effect on an entity for example your player. Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json Example: C#: 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); Internally this calls the same function as GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE however it uses -1 for the specified bone index, so it should be possible to start a non looped fx on an entity bone using that native -can confirm START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE does NOT work on vehicle bones.

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