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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