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Particle effecten lijst

Blader door alle GTA V particle effecten met hun asset dictionaries en kopieer een werkende UseParticleFxAsset plus StartParticleFxLoopedOnEntity snippet.

Deze tool en de bijbehorende uitleg zijn voorlopig in het Engels.

ReferentiesPTFXLees de docs
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.