Difference between revisions of "064B"

From GTAMods Wiki
Jump to navigation Jump to search
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
{{OpCode
 
{{OpCode
| ini        = 064B=6,%6d% %1h% %2d% %3d% %4d% %5h%
+
| games      = {{Icon|SA}}
| description = Creates a particle at a coordinate
+
| command    = CREATE_FX_SYSTEM
| p1          = Particle name
+
| description = Creates a [[Particle (SA)|particle]] at the coordinates point
| p2          = X-coordinate
+
| syntax1    = 064B: [''var''] = create_particle "[''string'']" at [''flt1''] [''flt2''] [''flt3''] type [''int'']
| p3          = Y-coordinate
+
| p1t        = [''string'']
| p4          = Z-coordinate
+
| p1d        = Particle name
| p5          = Flag
+
| p2t        = [''flt1'']
| p6          = Particle handle
+
| p2d        = X-coordinate
| game        = San Andreas
+
| p3t        = [''flt2'']
 +
| p3d        = Y-coordinate
 +
| p4t        = [''flt3'']
 +
| p4d        = Z-coordinate
 +
| p5t        = [''int'']
 +
| p5d        = Type
 +
| p6t        = [''var'']
 +
| p6d        = Variable to store the handle of the particle
 
}}
 
}}
This creates a particle at a coordinate. It requires opcode [[064C]] in order for it to be visible. Note that the sixth parameter is placed in the beginning instead of at the end.
 
[[Sanny Builder]] example:<source lang="scm">064B: 0@ = create_particle "BLOOD_HELI" at 0.0 0.0 0.0 type 1</source>
 
  
==Note==
+
This creates a particle at the coordinates point. It requires opcode [[064C]] in order for it to be visible.
The above format is more commonly used. The actual format of this opcode is in order:<br>
 
<code>064B=6,%1h% %2d% %3d% %4d% %5h% %6d%</code><br>
 
The format to use depends on which INI file you use.
 
  
 
==Examples==
 
==Examples==
Line 22: Line 24:
  
 
Creating a simple particle. This particle will be temporary but some particles are permanent.
 
Creating a simple particle. This particle will be temporary but some particles are permanent.
<source lang="scm">
+
<syntaxhighlight lang="scm">
:CreateParticle
+
:CreateParticle
064B: 0@ = create_particle "BLOOD_HELI" at 0.0 0.0 0.0 type 1
+
064B: 0@ = create_particle "BLOOD_HELI" at 0.0 0.0 0.0 type 1
064C: make_particle 0@ visible
+
064C: make_particle 0@ visible
064F: remove_references_to_particle 0@
+
064F: remove_references_to_particle 0@
004E: end_thread
+
004E: end_thread
</source>
+
</syntaxhighlight>
  
 
Creating a particle with looping animation. Some particles are set to loop already so this is not needed.
 
Creating a particle with looping animation. Some particles are set to loop already so this is not needed.
<source lang="scm">
+
<syntaxhighlight lang="scm">
:CreateParticle
+
:CreateParticle
0650: destroy_particle 0@
+
0650: destroy_particle 0@
0001: wait 250 ms
+
0001: wait 250 ms
064B: 0@ = create_particle "BLOOD_HELI" at 0.0 0.0 0.0 type 1
+
064B: 0@ = create_particle "BLOOD_HELI" at 0.0 0.0 0.0 type 1
064C: make_particle 0@ visible
+
064C: make_particle 0@ visible
0002: jump @CreateParticle
+
0002: jump @CreateParticle
</source>
+
</syntaxhighlight>
  
==See Also==
+
== Keywords ==
[[Particle_(SA)|Particle SA]]
+
create, particle, effects, fx, system
 
 
==Keywords==
 
create, particle
 

Latest revision as of 00:50, 20 November 2016

San Andreas CREATE_FX_SYSTEM


Description
Creates a particle at the coordinates point
Syntax
064B: [var] = create_particle "[string]" at [flt1] [flt2] [flt3] type [int]
Parameter
[string]
Particle name
[flt1]
X-coordinate
[flt2]
Y-coordinate
[flt3]
Z-coordinate
[int]
Type
[var]
Variable to store the handle of the particle

This creates a particle at the coordinates point. It requires opcode 064C in order for it to be visible.

Examples

Each particle has its own properties. These examples will show you one particle for example.

Creating a simple particle. This particle will be temporary but some particles are permanent.

:CreateParticle
064B: 0@ = create_particle "BLOOD_HELI" at 0.0 0.0 0.0 type 1
064C: make_particle 0@ visible
064F: remove_references_to_particle 0@
004E: end_thread

Creating a particle with looping animation. Some particles are set to loop already so this is not needed.

:CreateParticle
0650: destroy_particle 0@
0001: wait 250 ms
064B: 0@ = create_particle "BLOOD_HELI" at 0.0 0.0 0.0 type 1
064C: make_particle 0@ visible
0002: jump @CreateParticle

Keywords

create, particle, effects, fx, system