GRAPHICS

START_PARTICLE_FX_NON_LOOPED_AT_COORD

0x25129531F77B9ED3 Jenkins: 0xDD79D679

Signature

// GRAPHICS
int START_PARTICLE_FX_NON_LOOPED_AT_COORD(const char* effectName, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis)

Parameters

Type Name
const char* effectName
float xPos
float yPos
float zPos
float xRot
float yRot
float zRot
float scale
BOOL xAxis
BOOL yAxis
BOOL zAxis

Return type int

Build 323

Documentation

GRAPHICS::START_PARTICLE_FX_NON_LOOPED_AT_COORD("scr_paleto_roof_impact", -140.8576f, 6420.789f, 41.1391f, 0f, 0f, 267.3957f, 0x3F800000, 0, 0, 0); Axis - Invert Axis Flags Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json ------------------------------------------------------------------- C# Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, = you are calling this function. char *effectname = This is an in-game effect name, for e.g. "scr_fbi4_trucks_crash" is used to give the effects when truck crashes etc float x, y, z pos = this one is Simple, you just have to declare, where do you want this effect to take place at, so declare the ordinates float xrot, yrot, zrot = Again simple? just mention the value in case if you want the effect to rotate. float scale = is declare the scale of the effect, this may vary as per the effects for e.g 1.0f bool xaxis, yaxis, zaxis = To bool the axis values. example: Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, "scr_fbi4_trucks_crash", GTA.Game.Player.Character.Position.X, GTA.Game.Player.Character.Position.Y, GTA.Game.Player.Character.Position.Z + 4f, 0, 0, 0, 5.5f, 0, 0, 0);

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