Lista de Efeitos de Partícula
Veja todos os efeitos de partícula do GTA V com os dicionários de asset e copie um snippet funcionando com UseParticleFxAsset + StartParticleFxLoopedOnEntity.
Por enquanto, esta ferramenta e as notas dela estão em inglês.
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.
RequestNamedPtfxAsset(dict)and wait forHasNamedPtfxAssetLoaded(dict).UseParticleFxAsset(dict).- Spawn it with one of the start natives below.
- Looped effects return a handle. Stop them with
StopParticleFxLooped(handle, false). RemoveNamedPtfxAsset(dict)when you are done with the dictionary.
Which native to use
| Native | Use it for |
|---|---|
StartParticleFxNonLoopedAtCoord | One-shot effects (explosions, sparks, splashes) only you see. |
StartNetworkedParticleFxNonLoopedAtCoord | Same, synced to nearby players. |
StartParticleFxLoopedOnEntity | Continuous effects attached to a ped, vehicle or prop (fire, smoke, trails). |
StartParticleFxLoopedAtCoord | Continuous 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.
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