EngineReplaceModel

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Dialog-information.png This article needs checking.

Reason(s): I couldn't reproduce the vehicle collision replace bug in recent MTA versions while using the recommended loading order. Can someone double check this in order to clean up the article? --AlexTMjugador (talk) 10:55, 6 July 2016 (UTC)

This template is no longer in use as it results in poor readability.

This function replaces the given model ID with the model contained in a DFF file loaded by engineLoadDFF. This function supports vehicles, objects, peds and players.

To replace weapon models you must use their object IDs, not weapon IDs. There is a weapon model list available at weapons.

[[{{{image}}}|link=|]] Note:
  • Due to a bug, when replacing models with built in collisions (i.e. vehicles), the collision may not get replaced correctly. The current work around is to load the dff again and do another replace after a short delay.
  • Default GTA map objects behave inconsistently when using this function on them. If you want to replace models in the original GTA map, use one of the methods shown here.

Syntax

bool engineReplaceModel ( dff theModel, int modelID [, bool alphaTransparency = false ] )

OOP Syntax Help! I don't understand this!

Method: dff:replace(...)


Required Arguments

  • theModel: The model to replace the given model ID with
  • modelID: The model it to replace the model of

Optional Arguments

  • alphaTransparency: Set to true to enable texture transparency within the model

Returns

Returns true if the model was successfully replaced, false if it failed for some reason, ie. the DFF or the model ID is not valid.

Example

Example 1:

Click to collapse [-]
Client

Client-side example for replacing vehicle model and texture with custom ones.

function ReplaceVehicle ( )
outputChatBox ( "> replacing the euros vehicle" )

txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff" )
engineReplaceModel ( dff, 587 )
end

addEvent ( "replaceVeh", true )
addEventHandler ( "replaceVeh", root, ReplaceVehicle )
Click to collapse [-]
Server

Server-side example function for triggering the replace.

function ReplaceCommand ( )
triggerClientEvent( "replaceVeh", root, replaceVeh )
end
addCommandHandler( "replace", ReplaceCommand )

Example 2:

Click to collapse [-]
Client

Client-side example for replacing weapons with custom mods.

function replaceWeapon() 
txd = engineLoadTXD ( "m4.txd" )
engineImportTXD ( txd, 356)
dff = engineLoadDFF ( "m4.dff", 356) -- use weapon model ID, not weapon ID (model ID from https://wiki.multitheftauto.com/wiki/Weapons)
engineReplaceModel ( dff, 356) -- Likewise, model ID, for M4 as example it's 356

end
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceWeapon)

Example 3:

Click to collapse [-]
Client

Client-Side example for replacing object collision, texture and model with custom ones.

function ReplaceObject ( )

col = engineLoadCOL( "MyModel.col" )
txd = engineLoadTXD( "MyModel.txd" )
dff = engineLoadDFF( "MyModel.dff", 0 )

engineReplaceCOL( col, 1234 )
engineImportTXD( txd, 1234 )
engineReplaceModel( dff, 1234 )-- replace the model at least

end

addEvent ( "replaceObj", true )
addEventHandler ( "replaceObj", root, ReplaceObject )
Click to collapse [-]
Server

Server-side example function for triggering the replace.

function ReplaceCommand ( )
triggerClientEvent( "replaceObj", root, replaceObj )
end
addCommandHandler( "replace", ReplaceCommand )

See Also