// StartParticleFxNonLoopedOnEntity
BOOL START_PARTICLE_FX_NON_LOOPED_ON_ENTITY(char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
Starts a particle effect on an entity for example your player.
List: pastebin.com/N9unUFWY
Example:
C#:
Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "scr_rcbarry2"); Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, "scr_rcbarry2"); Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_clown_appears", Game.Player.Character, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false);
Internally this calls the same function as GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE
however it uses -1 for the specified bone index, so it should be possible to start a non looped fx on an entity bone using that native