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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



Alright, So, I will try to explain a bit here, since, myself was confused with the default explanation, and this is because, I am really a 'noob' when it comes to programming.

but somehow after a lot of research, try and fail method I got it to work. So I will try to explain as much I could.


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.

So here is final 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);

Hope this helps.

Syntax, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis);

Required Arguments

  • effectName: String
  • xPos: float
  • yPos: float
  • zPos: float
  • xRot: float
  • yRot: float
  • zRot: float
  • scale: float
  • xAxis: Boolean
  • yAxis: Boolean
  • zAxis: Boolean

Return value

  • Boolean


// todo

See also