-- Make some variables for the particle dictionary and particle name. local dict = "scr_indep_fireworks" local particleName = "scr_indep_firework_shotburst" -- Create a new thread. Citizen.CreateThread(function() -- Request the particle dictionary. RequestNamedPtfxAsset(dict) -- Wait for the particle dictionary to load. while not HasNamedPtfxAssetLoaded(dict) do Citizen.Wait(0) end -- Get the position of the player, this will be used as the -- starting position of the particle effects. local ped = PlayerPedId() local x,y,z = table.unpack(GetEntityCoords(ped, true)) local a = 0 while a < 25 do -- Tell the game that we want to use a specific dictionary for the next particle native. UseParticleFxAssetNextCall(dict) -- Create a new non-looped particle effect, we don't need to store the particle handle because it will -- automatically get destroyed once the particle has finished it's animation (it's non-looped). StartParticleFxNonLoopedAtCoord(particleName, x + 5.0, y + 5.0, z + 1.0, 0.0, 0.0, 0.0, 0.2, false, false, false) a = a + 1 -- Wait 500ms before triggering the next particle. Citizen.Wait(500) end end)
A list of all GTA V particles list, ordered by particle dictionary (asset name). You can check the very bottom tab on the left to get a list of all particles on a single page.
Note, not all particles may work when trying to use them on either looped or non looped particles. You'll just have to give it a try and see if it works for you.
Last updated: Data source