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파티클 효과 목록

GTA V의 모든 파티클 효과를 에셋 딕셔너리와 함께 둘러보고, 동작하는 UseParticleFxAsset + StartParticleFxLoopedOnEntity 스니펫을 복사하세요.

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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.