_EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY
Adds yellow indicator particle effects to given entity.
Hash
0x6ECFC621A168424CRuntime name
EagleEyeSetParticleFxToEntityNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Also known as
_EAGLE_EYE_ADD_PARTICLE_EFFECT_TO_ENTITYSignature
void _EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY(Entity entity1, Entity entity2, int p2, float heading);Parameters
| Name | Type | Description |
|---|---|---|
entity1 | Entity | — |
entity2 | Entity | — |
p2 | int | — |
heading | float | — |
Returns void
Description
Adds yellow indicator particle effects to given entity.
Image: https://imgur.com/a/cbldo35
Add a yellow particle to the entity.
entity: entity to apply yellow particle
entity2: same entity as entit
p2: always
p3: always 0
Usage
EagleEyeSetParticleFxToEntity(entity1, entity2, p2, heading)
-- always works, by hash
Citizen.InvokeNative(0x6ECFC621A168424C, entity1, entity2, p2, heading)JavaScript and C#
EagleEyeSetParticleFxToEntity(entity1, entity2, p2, heading);
// by hash
Citizen.invokeNative('0x6ECFC621A168424C', entity1, entity2, p2, heading + 0.0000001);Function.Call((Hash)0x6ECFC621A168424C, entity1, entity2, p2, heading);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to non-zero floats for the same reason. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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