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; there is no way to remove a particle through the script when stuck in a loop so it is not recommended to use a duration of 0. 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.
+
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}} |&#x2713; ||{{a|c}} |&#x2713; ||thin white smoke
 +
|-
 +
|{{a|c}} |1 ||[[File:III 039D-1.jpg|150px]] ||POBJECT_<wbr>PAVEMENT_<wbr>STEAM_<wbr>SLOWMOTION ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||thick white smoke
 +
|-
 +
|{{a|c}} |2 ||[[File:III 039D-2.jpg|150px]] ||POBJECT_<wbr>WALL_<wbr>STEAM ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||thin white smoke
 +
|-
 +
|{{a|c}} |3 ||[[File:III 039D-3.jpg|150px]] ||POBJECT_<wbr>WALL_<wbr>STEAM_<wbr>SLOWMOTION ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||thick white smoke
 +
|-
 +
|{{a|c}} |4 ||[[File:III 039D-4.jpg|150px]] ||POBJECT_<wbr>DARK_<wbr>SMOKE ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||black smoke
 +
|-
 +
|{{a|c}} |5 ||[[File:III 039D-5.jpg|150px]] ||POBJECT_<wbr>FIRE_<wbr>HYDRANT ||{{a|c}} |&#x2717; ||{{a|c}} |&#x2717; ||fire hydrant water
 +
|-
 +
|{{a|c}} |6 ||[[File:III 039D-6.jpg|150px]] ||POBJECT_<wbr>CAR_<wbr>WATER_<wbr>SPLASH ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||large water splash
 +
|-
 +
|{{a|c}} |7 ||[[File:III 039D-7.jpg|150px]] ||POBJECT_<wbr>PED_<wbr>WATER_<wbr>SPLASH ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||medium water splash
 +
|-
 +
|{{a|c}} |8 ||[[File:III 039D-8.jpg|150px]] ||POBJECT_<wbr>SPLASHES_<wbr>AROUND ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2717; ||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}} |&#x2713; ||{{a|c}} |&#x2717; ||
 +
|-
 +
|{{a|c}} |10 ||[[File:III 039D-10.jpg|150px]] ||POBJECT_<wbr>BIG_<wbr>FIRE ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2717; ||
 +
|-
 +
|{{a|c}} |11 ||[[File:III 039D-11.jpg|150px]] ||POBJECT_<wbr>DRY_<wbr>ICE ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2717; ||
 +
|-
 +
|{{a|c}} |12 ||[[File:III 039D-12.jpg|150px]] ||POBJECT_<wbr>DRY_<wbr>ICE_<wbr>SLOWMOTION ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2717; ||
 +
|-
 +
|{{a|c}} |13 ||[[File:III 039D-13.jpg|150px]] ||POBJECT_<wbr>FIRE_<wbr>TRAIL ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||
 +
|-
 +
|{{a|c}} |14 ||[[File:III 039D-14.jpg|150px]] ||POBJECT_<wbr>SMOKE_<wbr>TRAIL ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||
 +
|-
 +
|{{a|c}} |15 ||[[File:III 039D-15.jpg|150px]] ||POBJECT_<wbr>FIREBALL_<wbr>AND_<wbr>SMOKE ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||initial explosion then smokes
 +
|-
 +
|{{a|c}} |16 ||[[File:III 039D-16.jpg|150px]] ||POBJECT_<wbr>ROCKET_<wbr>TRAIL ||{{a|c}} |&#x2717; ||{{a|c}} |&#x2713; ||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}} |&#x2717; ||{{a|c}} |&#x2713; ||single brief explosion
 +
|-
 +
|{{a|c}} |18 ||[[File:III 039D-18.jpg|150px]] ||POBJECT_<wbr>CATALINAS_<wbr>GUNFLASH ||{{a|c}} |&#x2717; ||{{a|c}} |&#x2713; ||gun flash; strength only affects direction of flash
 +
|-
 +
|{{a|c}} |19 ||[[File:III 039D-19.jpg|150px]] ||POBJECT_<wbr>CATALINAS_<wbr>SHOTGUNFLASH ||{{a|c}} |&#x2717; ||{{a|c}} |&#x2713; ||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
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|{{a|c}} |17 ||[[File:VC 039D-17.jpg|150px]] ||POBJECT_<wbr>FIREBALL_<wbr>AND_<wbr>SMOKE ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||initial explosion then smokes
 
|{{a|c}} |17 ||[[File:VC 039D-17.jpg|150px]] ||POBJECT_<wbr>FIREBALL_<wbr>AND_<wbr>SMOKE ||{{a|c}} |&#x2713; ||{{a|c}} |&#x2713; ||initial explosion then smokes
 
|-
 
|-
|{{a|c}} |18 ||[[File:VC 039D-18.jpg|150px]] ||POBJECT_<wbr>ROCKET_<wbr>TRAIL ||{{a|c}} |&#x2717; ||{{a|c}} |&#x2713; ||initial explosion then smokes
+
|{{a|c}} |18 ||[[File:VC 039D-18.jpg|150px]] ||POBJECT_<wbr>ROCKET_<wbr>TRAIL ||{{a|c}} |&#x2717; ||{{a|c}} |&#x2713; ||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}} |&#x2717; ||{{a|c}} |&#x2713; ||single brief explosion
 
|{{a|c}} |19 ||[[File:VC 039D-19.jpg|150px]] ||POBJECT_<wbr>EXPLOSION_<wbr>ONCE ||{{a|c}} |&#x2717; ||{{a|c}} |&#x2713; ||single brief explosion
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== 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

VC 039D-17 x0.5.jpg VC 039D-17 z0.5.jpg
Particle effect 17 of size 1.0 with an X-strength of 0.5.
Particle effect 17 of size 1.0 with an Z-strength of 0.5.

GTA III Vice City ADD_MOVING_PARTICLE_EFFECT


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

ID Image Enum Obey
duration?
Obey
strength?
Notes
0 III 039D-0.jpg POBJECT_PAVEMENT_STEAM thin white smoke
1 III 039D-1.jpg POBJECT_PAVEMENT_STEAM_SLOWMOTION thick white smoke
2 III 039D-2.jpg POBJECT_WALL_STEAM thin white smoke
3 III 039D-3.jpg POBJECT_WALL_STEAM_SLOWMOTION thick white smoke
4 III 039D-4.jpg POBJECT_DARK_SMOKE black smoke
5 III 039D-5.jpg POBJECT_FIRE_HYDRANT fire hydrant water
6 III 039D-6.jpg POBJECT_CAR_WATER_SPLASH large water splash
7 III 039D-7.jpg POBJECT_PED_WATER_SPLASH medium water splash
8 III 039D-8.jpg POBJECT_SPLASHES_AROUND a square of raindrops on the ground; if scale is 1.0, size of square is 1x1 units
9 III 039D-9.jpg POBJECT_SMALL_FIRE
10 III 039D-10.jpg POBJECT_BIG_FIRE
11 III 039D-11.jpg POBJECT_DRY_ICE
12 III 039D-12.jpg POBJECT_DRY_ICE_SLOWMOTION
13 III 039D-13.jpg POBJECT_FIRE_TRAIL
14 III 039D-14.jpg POBJECT_SMOKE_TRAIL
15 III 039D-15.jpg POBJECT_FIREBALL_AND_SMOKE initial explosion then smokes
16 III 039D-16.jpg POBJECT_ROCKET_TRAIL initial explosion then smokes; setting duration to 0 can bug out all particles in the game, making random particles produce this smoke
17 III 039D-17.jpg POBJECT_EXPLOSION_ONCE single brief explosion
18 III 039D-18.jpg POBJECT_CATALINAS_GUNFLASH gun flash; strength only affects direction of flash
19 III 039D-19.jpg POBJECT_CATALINAS_SHOTGUNFLASH shotgun flash; strength only affects direction of flash

Vice City

ID Image Enum Obey
duration?
Obey
strength?
Notes
0 VC 039D-0.jpg POBJECT_PAVEMENT_STEAM thin white smoke
1 VC 039D-1.jpg POBJECT_PAVEMENT_STEAM_SLOWMOTION thick white smoke
2 VC 039D-2.jpg POBJECT_WALL_STEAM thin white smoke
3 VC 039D-3.jpg POBJECT_WALL_STEAM_SLOWMOTION thick white smoke
4 VC 039D-4.jpg POBJECT_DARK_SMOKE black smoke
5 VC 039D-5.jpg POBJECT_FIRE_HYDRANT fire hydrant water
6 VC 039D-6.jpg POBJECT_CAR_WATER_SPLASH large water splash
7 VC 039D-7.jpg POBJECT_PED_WATER_SPLASH medium water splash
8 VC 039D-8.jpg POBJECT_SPLASHES_AROUND a square of raindrops on the ground; if scale is 1.0, size of square is 1x1 units
9 VC 039D-9.jpg POBJECT_SMALL_FIRE
10 VC 039D-10.jpg POBJECT_BIG_FIRE
11 VC 039D-11.jpg POBJECT_DRY_ICE
12 VC 039D-12.jpg POBJECT_DRY_ICE_SLOWMOTION
13 VC 039D-13.jpg POBJECT_WATER_FOUNTAIN_VERT vertical fountain water
14 VC 039D-14.jpg POBJECT_WATER_FOUNTAIN_HORIZ horizontal fountain water
15 VC 039D-15.jpg POBJECT_FIRE_TRAIL
16 VC 039D-16.jpg POBJECT_SMOKE_TRAIL
17 VC 039D-17.jpg POBJECT_FIREBALL_AND_SMOKE initial explosion then smokes
18 VC 039D-18.jpg POBJECT_ROCKET_TRAIL initial explosion then smokes; setting duration to 0 can bug out all particles in the game, making random particles produce this smoke
19 VC 039D-19.jpg POBJECT_EXPLOSION_ONCE single brief explosion

Keywords

scatter, add, moving, particle, object, effect

See also

  • 02A2, another particle effects opcode in GTA III