Difference between revisions of "039D"
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:: Z-strength | :: Z-strength | ||
− | This opcode adds a moving particle effects at the specified location for a duration of time. Some particles do not obey the duration and are noted below. If the duration is set to 0, particles that obey duration will loop forever; | + | This opcode adds a moving particle effects at the specified location for a duration of time. Some particles do not obey the duration and are noted below. If the duration is set to 0, particles that obey duration will loop forever; the only way to remove a particle effect stuck in a loop is to use opcode [[03AE]]. Using a particle ID outside the range listed below produces unpredictable results and may crash the game. The strength represents the direction and length of movement of the particle. Some particles look meaningless or weird absence of the strength. Ones that are affected by gravity can be seen arcing towards the ground if an X or Y strength is set. Some particles do not obey the strength and are noted below. Particle effects created with this opcode is saved in [[Saves (GTA 3)#Block 14: Particles|block 14 of the save file]] in GTA III and [[Saves (GTA VC)#Block 15: Particles|block 15]] in Vice City. |
The [[Main.scm|original script]] in GTA III uses particles 10, 11, 12, 13, 15, 18, and 19; and in Vice City uses 4 and 17. | The [[Main.scm|original script]] in GTA III uses particles 10, 11, 12, 13, 15, 18, and 19; and in Vice City uses 4 and 17. | ||
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== List of particle effects == | == List of particle effects == | ||
All images below are taken with a size of 1.0 and a strength of 0.0. | All images below are taken with a size of 1.0 and a strength of 0.0. | ||
+ | === GTA III === | ||
+ | {|class="wikitable" | ||
+ | !ID ||Image ||Enum ||Obey<br>duration? ||Obey<br>strength? ||Notes | ||
+ | |- | ||
+ | |{{a|c}} |0 ||[[File:III 039D-0.jpg|150px]] ||POBJECT_<wbr>PAVEMENT_<wbr>STEAM ||{{a|c}} |✓ ||{{a|c}} |✓ ||thin white smoke | ||
+ | |- | ||
+ | |{{a|c}} |1 ||[[File:III 039D-1.jpg|150px]] ||POBJECT_<wbr>PAVEMENT_<wbr>STEAM_<wbr>SLOWMOTION ||{{a|c}} |✓ ||{{a|c}} |✓ ||thick white smoke | ||
+ | |- | ||
+ | |{{a|c}} |2 ||[[File:III 039D-2.jpg|150px]] ||POBJECT_<wbr>WALL_<wbr>STEAM ||{{a|c}} |✓ ||{{a|c}} |✓ ||thin white smoke | ||
+ | |- | ||
+ | |{{a|c}} |3 ||[[File:III 039D-3.jpg|150px]] ||POBJECT_<wbr>WALL_<wbr>STEAM_<wbr>SLOWMOTION ||{{a|c}} |✓ ||{{a|c}} |✓ ||thick white smoke | ||
+ | |- | ||
+ | |{{a|c}} |4 ||[[File:III 039D-4.jpg|150px]] ||POBJECT_<wbr>DARK_<wbr>SMOKE ||{{a|c}} |✓ ||{{a|c}} |✓ ||black smoke | ||
+ | |- | ||
+ | |{{a|c}} |5 ||[[File:III 039D-5.jpg|150px]] ||POBJECT_<wbr>FIRE_<wbr>HYDRANT ||{{a|c}} |✗ ||{{a|c}} |✗ ||fire hydrant water | ||
+ | |- | ||
+ | |{{a|c}} |6 ||[[File:III 039D-6.jpg|150px]] ||POBJECT_<wbr>CAR_<wbr>WATER_<wbr>SPLASH ||{{a|c}} |✓ ||{{a|c}} |✓ ||large water splash | ||
+ | |- | ||
+ | |{{a|c}} |7 ||[[File:III 039D-7.jpg|150px]] ||POBJECT_<wbr>PED_<wbr>WATER_<wbr>SPLASH ||{{a|c}} |✓ ||{{a|c}} |✓ ||medium water splash | ||
+ | |- | ||
+ | |{{a|c}} |8 ||[[File:III 039D-8.jpg|150px]] ||POBJECT_<wbr>SPLASHES_<wbr>AROUND ||{{a|c}} |✓ ||{{a|c}} |✗ ||a square of raindrops on the ground; if scale is 1.0, size of square is 1x1 units | ||
+ | |- | ||
+ | |{{a|c}} |9 ||[[File:III 039D-9.jpg|150px]] ||POBJECT_<wbr>SMALL_<wbr>FIRE ||{{a|c}} |✓ ||{{a|c}} |✗ || | ||
+ | |- | ||
+ | |{{a|c}} |10 ||[[File:III 039D-10.jpg|150px]] ||POBJECT_<wbr>BIG_<wbr>FIRE ||{{a|c}} |✓ ||{{a|c}} |✗ || | ||
+ | |- | ||
+ | |{{a|c}} |11 ||[[File:III 039D-11.jpg|150px]] ||POBJECT_<wbr>DRY_<wbr>ICE ||{{a|c}} |✓ ||{{a|c}} |✗ || | ||
+ | |- | ||
+ | |{{a|c}} |12 ||[[File:III 039D-12.jpg|150px]] ||POBJECT_<wbr>DRY_<wbr>ICE_<wbr>SLOWMOTION ||{{a|c}} |✓ ||{{a|c}} |✗ || | ||
+ | |- | ||
+ | |{{a|c}} |13 ||[[File:III 039D-13.jpg|150px]] ||POBJECT_<wbr>FIRE_<wbr>TRAIL ||{{a|c}} |✓ ||{{a|c}} |✓ || | ||
+ | |- | ||
+ | |{{a|c}} |14 ||[[File:III 039D-14.jpg|150px]] ||POBJECT_<wbr>SMOKE_<wbr>TRAIL ||{{a|c}} |✓ ||{{a|c}} |✓ || | ||
+ | |- | ||
+ | |{{a|c}} |15 ||[[File:III 039D-15.jpg|150px]] ||POBJECT_<wbr>FIREBALL_<wbr>AND_<wbr>SMOKE ||{{a|c}} |✓ ||{{a|c}} |✓ ||initial explosion then smokes | ||
+ | |- | ||
+ | |{{a|c}} |16 ||[[File:III 039D-16.jpg|150px]] ||POBJECT_<wbr>ROCKET_<wbr>TRAIL ||{{a|c}} |✗ ||{{a|c}} |✓ ||initial explosion then smokes; setting duration to 0 can bug out all particles in the game, making random particles produce this smoke | ||
+ | |- | ||
+ | |{{a|c}} |17 ||[[File:III 039D-17.jpg|150px]] ||POBJECT_<wbr>EXPLOSION_<wbr>ONCE ||{{a|c}} |✗ ||{{a|c}} |✓ ||single brief explosion | ||
+ | |- | ||
+ | |{{a|c}} |18 ||[[File:III 039D-18.jpg|150px]] ||POBJECT_<wbr>CATALINAS_<wbr>GUNFLASH ||{{a|c}} |✗ ||{{a|c}} |✓ ||gun flash; strength only affects direction of flash | ||
+ | |- | ||
+ | |{{a|c}} |19 ||[[File:III 039D-19.jpg|150px]] ||POBJECT_<wbr>CATALINAS_<wbr>SHOTGUNFLASH ||{{a|c}} |✗ ||{{a|c}} |✓ ||shotgun flash; strength only affects direction of flash | ||
+ | |} | ||
+ | |||
+ | === Vice City === | ||
{|class="wikitable" | {|class="wikitable" | ||
!ID ||Image ||[[SCM language III/VC definitions#POBJECT|Enum]] ||Obey<br>duration? ||Obey<br>strength? ||Notes | !ID ||Image ||[[SCM language III/VC definitions#POBJECT|Enum]] ||Obey<br>duration? ||Obey<br>strength? ||Notes | ||
Line 80: | Line 126: | ||
|{{a|c}} |17 ||[[File:VC 039D-17.jpg|150px]] ||POBJECT_<wbr>FIREBALL_<wbr>AND_<wbr>SMOKE ||{{a|c}} |✓ ||{{a|c}} |✓ ||initial explosion then smokes | |{{a|c}} |17 ||[[File:VC 039D-17.jpg|150px]] ||POBJECT_<wbr>FIREBALL_<wbr>AND_<wbr>SMOKE ||{{a|c}} |✓ ||{{a|c}} |✓ ||initial explosion then smokes | ||
|- | |- | ||
− | |{{a|c}} |18 ||[[File:VC 039D-18.jpg|150px]] ||POBJECT_<wbr>ROCKET_<wbr>TRAIL ||{{a|c}} |✗ ||{{a|c}} |✓ ||initial explosion then smokes | + | |{{a|c}} |18 ||[[File:VC 039D-18.jpg|150px]] ||POBJECT_<wbr>ROCKET_<wbr>TRAIL ||{{a|c}} |✗ ||{{a|c}} |✓ ||initial explosion then smokes; setting duration to 0 can bug out all particles in the game, making random particles produce this smoke |
|- | |- | ||
|{{a|c}} |19 ||[[File:VC 039D-19.jpg|150px]] ||POBJECT_<wbr>EXPLOSION_<wbr>ONCE ||{{a|c}} |✗ ||{{a|c}} |✓ ||single brief explosion | |{{a|c}} |19 ||[[File:VC 039D-19.jpg|150px]] ||POBJECT_<wbr>EXPLOSION_<wbr>ONCE ||{{a|c}} |✗ ||{{a|c}} |✓ ||single brief explosion | ||
Line 87: | Line 133: | ||
== Keywords == | == Keywords == | ||
scatter, add, moving, particle, object, effect | scatter, add, moving, particle, object, effect | ||
+ | |||
+ | == See also == | ||
+ | * [[02A2]], another particle effects opcode in GTA III | ||
[[Category:OpCodes]] | [[Category:OpCodes]] |
Revision as of 23:23, 18 June 2015
Description
- Adds a moving particle effect
Syntax
- 039D: scatter_particles [int1] [flt1] [int2] [int3] [int4] [int5] at [flt2] [flt3] [flt4] [flt5] [flt6] [flt7]
Parameter
- [int1]
- Particle effect ID (see below)
- [flt1]
- Scale
- [int5]
- Duration in milliseconds
- [flt2]
- X-coordinate
- [flt3]
- Y-coordinate
- [flt4]
- Z-coordinate
- [flt5]
- X-strength
- [flt6]
- Y-strength
- [flt7]
- Z-strength
This opcode adds a moving particle effects at the specified location for a duration of time. Some particles do not obey the duration and are noted below. If the duration is set to 0, particles that obey duration will loop forever; the only way to remove a particle effect stuck in a loop is to use opcode 03AE. Using a particle ID outside the range listed below produces unpredictable results and may crash the game. The strength represents the direction and length of movement of the particle. Some particles look meaningless or weird absence of the strength. Ones that are affected by gravity can be seen arcing towards the ground if an X or Y strength is set. Some particles do not obey the strength and are noted below. Particle effects created with this opcode is saved in block 14 of the save file in GTA III and block 15 in Vice City.
The original script in GTA III uses particles 10, 11, 12, 13, 15, 18, and 19; and in Vice City uses 4 and 17.
List of particle effects
All images below are taken with a size of 1.0 and a strength of 0.0.
GTA III
Vice City
ID | Image | Enum | Obey duration? |
Obey strength? |
Notes |
---|---|---|---|---|---|
0 | POBJECT_ |
✓ | ✓ | thin white smoke | |
1 | POBJECT_ |
✓ | ✓ | thick white smoke | |
2 | POBJECT_ |
✓ | ✓ | thin white smoke | |
3 | POBJECT_ |
✓ | ✓ | thick white smoke | |
4 | POBJECT_ |
✓ | ✓ | black smoke | |
5 | POBJECT_ |
✗ | ✗ | fire hydrant water | |
6 | POBJECT_ |
✓ | ✓ | large water splash | |
7 | POBJECT_ |
✓ | ✓ | medium water splash | |
8 | POBJECT_ |
✓ | ✗ | a square of raindrops on the ground; if scale is 1.0, size of square is 1x1 units | |
9 | POBJECT_ |
✓ | ✗ | ||
10 | POBJECT_ |
✓ | ✗ | ||
11 | POBJECT_ |
✓ | ✗ | ||
12 | POBJECT_ |
✓ | ✗ | ||
13 | POBJECT_ |
✓ | ✗ | vertical fountain water | |
14 | POBJECT_ |
✓ | ✓ | horizontal fountain water | |
15 | POBJECT_ |
✓ | ✓ | ||
16 | POBJECT_ |
✓ | ✓ | ||
17 | POBJECT_ |
✓ | ✓ | initial explosion then smokes | |
18 | POBJECT_ |
✗ | ✓ | initial explosion then smokes; setting duration to 0 can bug out all particles in the game, making random particles produce this smoke | |
19 | POBJECT_ |
✗ | ✓ | single brief explosion |
Keywords
scatter, add, moving, particle, object, effect
See also
- 02A2, another particle effects opcode in GTA III