Difference between revisions of "064B"

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| description = Creates a [[Particle (SA)|particle]] at the coordinates point
 
| description = Creates a [[Particle (SA)|particle]] at the coordinates point
 
| syntax1    = 064B: [''var''] = create_particle "[''string'']" at [''flt1''] [''flt2''] [''flt3''] type [''int'']
 
| syntax1    = 064B: [''var''] = create_particle "[''string'']" at [''flt1''] [''flt2''] [''flt3''] type [''int'']
| p1t        = [''var'']
+
| p1t        = [''string'']
| p1d        = Variable to store the handle of the particle
+
| p1d        = Particle name
| p2t        = [''string'']
+
| p2t        = [''flt1'']
| p2d        = Particle name
+
| p2d        = X-coordinate
| p3t        = [''flt1'']
+
| p3t        = [''flt2'']
| p3d        = X-coordinate
+
| p3d        = Y-coordinate
| p4t        = [''flt2'']
+
| p4t        = [''flt3'']
| p4d        = Y-coordinate
+
| p4d        = Z-coordinate
| p5t        = [''flt3'']
+
| p5t        = [''int'']
| p5d        = Z-coordinate
+
| p5d        = Type
| p6t        = [''int'']
+
| p6t        = [''var'']
| p6d        = Type
+
| p6d        = Variable to store the handle of the 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