Saltar al contenido

Lista de efectos de partículas

Explora todos los efectos de partículas de GTA V con sus diccionarios de assets y copia un snippet UseParticleFxAsset + StartParticleFxLoopedOnEntity que funciona.

Esta herramienta y sus notas están en inglés por ahora.

ReferenciasPTFXLeer la documentación
Loading particle effects…

How particle effects load

Every effect lives inside a particle dictionary (the ptfx asset, like core orscr_rcbarry2). The dictionary has to be streamed in before you can spawn anything from it, and you have to call UseParticleFxAsset right before every Start*ParticleFx* call, because it only applies to the next one.

  1. RequestNamedPtfxAsset(dict) and wait for HasNamedPtfxAssetLoaded(dict).
  2. UseParticleFxAsset(dict).
  3. Spawn it with one of the start natives below.
  4. Looped effects return a handle. Stop them with StopParticleFxLooped(handle, false).
  5. RemoveNamedPtfxAsset(dict) when you are done with the dictionary.

Which native to use

NativeUse it for
StartParticleFxNonLoopedAtCoordOne-shot effects (explosions, sparks, splashes) only you see.
StartNetworkedParticleFxNonLoopedAtCoordSame, synced to nearby players.
StartParticleFxLoopedOnEntityContinuous effects attached to a ped, vehicle or prop (fire, smoke, trails).
StartParticleFxLoopedAtCoordContinuous effects at a fixed spot.

For looped effects you can also change colour and alpha with SetParticleFxLoopedColour andSetParticleFxLoopedAlpha, but only effects authored with tintable colours react to it.

Data source

Effect and dictionary names come fromDurtyFree/gta-v-data-dumps(particleEffectsCompact.json). Inspired by Vespura's particle list.