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SH42913

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  1. I've found a way how to find which propertyName available for PTFX. You need CodeWalker for that. Run CodeWalker RPF Explorer Search for PTFX dict(eg, scr_ih_sub) Open context menu for PTFX dictionary and Export it as XML file Open XML file in any text editor and search for desired particle effect(eg, scr_ih_sub_pool_door) Then look its internals for EventEmitterFlags property(one property per emitter of PTFX) Every Item you will find there is propertyName for Evolution Here's example for scr_ih_sub_pool_door: <EventEmitterFlags> <Item>depth</Item> </EventEmitterFlags> where depth is our propertyName. And here's how it was used in R* scripts(am_mp_nightclub): void func_3486(var uParam0) { uParam0->f_247 = "scr_ih_sub"; uParam0->f_248 = "scr_ih_sub_pool_door"; uParam0->f_250 = { 0.2f, 0f, 0f }; uParam0->f_253 = { 0f, 0f, 0f }; } void func_3471(var uParam0, int iParam1) { if ((!MISC::IS_STRING_NULL_OR_EMPTY(uParam0->f_248) && !MISC::IS_STRING_NULL_OR_EMPTY(uParam0->f_247)) && func_11143(iParam1)) { GRAPHICS::USE_PARTICLE_FX_ASSET(uParam0->f_247); uParam0->f_246 = GRAPHICS::START_PARTICLE_FX_LOOPED_ON_ENTITY(uParam0->f_248, iParam1, uParam0->f_250, uParam0->f_253, 1f, false, false, false); } } void func_3453(var uParam0, float fParam1, bool bParam2) { float fVar0; if (bParam2) { fVar0 = func_3454(fParam1); } else { fVar0 = fParam1; } if (GRAPHICS::DOES_PARTICLE_FX_LOOPED_EXIST(uParam0->f_246)) { GRAPHICS::SET_PARTICLE_FX_LOOPED_EVOLUTION(uParam0->f_246, "depth", fVar0, true); } }
  2.    SH42913 reacted to a comment on a file: LSPDFR Enhanced: REMASTERED (MASSIVE update)
  3. Hello! I'm really like your mod and I have one request: could you place medkit(or medkits) to police station internals? I'm developer of GSW2 mod, mod that brings realistic damage model to GTA, and medkits are main source of bandages and painkillers(also the only way to heal internal traumas), so it would be cool to make it possible heal yourself when backing up to police station. Cool story from my last playthrough
  4. After all, I solved that with pretty stupid script that executes every frame: bool currentMissionActive = Game.IsMissionActive; if (currentMissionActive != lastMissionActive){ if (currentMissionActive) { Screen.ShowHelpText(message); } lastMissionActive = currentMissionActive; }
  5. Hello everyone! I want to show my special message after player failed story mission. Is there a way to detect this? I didn't find anything useful in native db, just a mission flag.

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