StartNetworkedParticleFxNonLoopedAtCoord
Docslocal retval = StartNetworkedParticleFxNonLoopedAtCoord(effectName, xPos, yPos, zPos, xRot, yRot, zRot, scale, xAxis, yAxis, zAxis)Description
NOTE: the USE_PARTICLE_FX_ASSET needs to be called before EVERY StartNetworkedParticleFxNonLoopedAtCoord(....) call!
List with lots of particle effects: https://vespura.com/fivem/particle-list/
Note: Not all particles on this list are for non looped and vice versa, neither are all of them suited/meant to have SetParticleFxNonLoopedColour(....) called on them.
NativeDB Added Parameter 12: BOOL p11
Parameters
| Name | Type | Description |
|---|---|---|
effectName | char* | — |
xPos | float | — |
yPos | float | — |
zPos | float | — |
xRot | float | — |
yRot | float | — |
zRot | float | — |
scale | float | — |
xAxis | BOOL | — |
yAxis | BOOL | — |
zAxis | BOOL | — |
Quick Snippet: Get CoordinatesxPosyPoszPosxRot
xPosyPoszPosxRotAdd this command to your client script to retrieve precise locations in-game.
-- Add this to your client.lua. Type /pos in-game to copy coords.
RegisterCommand('pos', function()
local ped = PlayerPedId()
local coords = GetEntityCoords(ped)
local heading = GetEntityHeading(ped)
local output = string.format("vector4(%.2f, %.2f, %.2f, %.2f)", coords.x, coords.y, coords.z, heading)
print(output)
TriggerEvent('chat:addMessage', { args = { '^4[COORD]^0', output } })
end)Ped Models

mp_m_freemode_01
player_zero
ig_agatha
s_m_y_cop_01
s_m_m_gaffer_01
g_m_m_armboss_01
a_c_boar
a_m_m_bevhills_01Returns
BOOLReturns TRUE (1) or FALSE (0).
Examples
Official
-- If the PtfxAsset hasn't been loaded yet, you'll need to load it first
if not HasNamedPtfxAssetLoaded("scr_indep_fireworks") then
RequestNamedPtfxAsset("scr_indep_fireworks")
while not HasNamedPtfxAssetLoaded("scr_indep_fireworks") do
Wait(10)
end
end
local CurrentPlayerCoords = GetEntityCoords(GetPlayerPed(-1))
UseParticleFxAssetNextCall("scr_indep_fireworks") -- Prepare the Particle FX for the next upcomming Particle FX call
SetParticleFxNonLoopedColour(1.0, 0.0, 0.0) -- Setting the color to Red (R, G, B)
StartNetworkedParticleFxNonLoopedAtCoord("scr_indep_firework_burst_spawn", CurrentPlayerCoords, 0.0, 0.0, 0.0, 1.0, false, false, false, false) -- Start the animation itself
RemoveNamedPtfxAsset("scr_indep_fireworks") -- Clean up