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Starts a particle effect on an entity for example your player.

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.

Syntax, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, scale, axisX, axisY, axisZ);

Required Arguments

  • effectName: String
  • entity: Entity handle or object
  • offsetX: float
  • offsetY: float
  • offsetZ: float
  • rotX: float
  • rotY: float
  • rotZ: float
  • scale: float
  • axisX: Boolean
  • axisY: Boolean
  • axisZ: Boolean

Return value

  • Boolean


// todo

See also