CreateBuilding: Difference between revisions

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This example shows you how to easily verify if any object model ID is non-dynamic, so it can be used with the createBuilding function, as long as it's inside the map boundaries:
This example shows you how to easily verify if any object model ID is non-dynamic, so it can be used with the createBuilding function, as long as it's inside the map boundaries:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
local x, y, z = 0, 0, 69 -- This would be your object's position coordinates
-- This would be your object's position coordinates
local dimension = 0 -- This would be your object's dimension ID
local x, y, z = 0, 0, 69
-- This would be your object's dimension ID
local dimension = 0
-- Dynamic object models will always have a physical properties group different than -1.
-- Dynamic object models will always have a physical properties group different than -1.
local isNonDynamic = engineGetModelPhysicalPropertiesGroup(modelID) == -1
local isNonDynamic = engineGetModelPhysicalPropertiesGroup(modelID) == -1
-- Buildings can't be placed outside dimension 0
local isNormalDimension = dimension == 0
local isNormalDimension = dimension == 0
-- Buildings can't be placed outside regular map boundaries
local isInsideMapLimits = x >= -3000 and x <= 3000 and y >= -3000 and y <= 3000
local isInsideMapLimits = x >= -3000 and x <= 3000 and y >= -3000 and y <= 3000
if isNonDynamic and isNormalDimension  and isInsideMapLimits then
if isNonDynamic and isNormalDimension  and isInsideMapLimits then
   -- createBuilding
   -- createBuilding

Revision as of 10:13, 14 October 2024

ADDED/UPDATED IN VERSION 1.6.0 r22410:
Creates a building element at a given position and rotation.

Important information about buildings:

  • There is a distinction in GTA: San Andreas between static and dynamic models (these use a separate streaming system). Examples of buildings include building models, roads, and terrain. Objects created as Buildings can contain glass and shadows, unlike those created as Objects(which can be created in any dimension).
  • Using buildings for exterior mapping is more optimized than using objects. Gains in FPS can be noticed in areas where a lot of objects were replaced with buildings of this new system.
  • Buildings can only be created inside regular GTA:SA Map Boundaries (X between -3000 and 3000; Y between -3000 and 3000). Use createObject to spawn objects outside these normal limits.
  • Created buildings can have LOD models, which is possible using createBuilding to spawn the LOD building, then setLowLODElement to associate it with a non-LOD building element created beforehand. LOD model distance changed with engineSetModelLODDistance affects buildings too.

Syntax

building createBuilding ( int modelId, float x, float y, float z [, float rx, float ry, float rz, int interior = 0 ] )

OOP Syntax Help! I don't understand this!

Method: Building(...)


Required Arguments

  • modelId: A whole integer specifying the GTA:SA object model ID.
  • x: A floating point number representing the X coordinate on the map.
  • y: A floating point number representing the Y coordinate on the map.
  • z: A floating point number representing the Z coordinate on the map.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • rx: A floating point number representing the rotation about the X axis in degrees.
  • ry: A floating point number representing the rotation about the Y axis in degrees.
  • rz: A floating point number representing the rotation about the Z axis in degrees.
  • interior: The interior you want to set the building to. Valid values are 0 to 255.


Returns

  • Returns the building element if the creation was successful, throws an error otherwise.

Example

Click to collapse [-]
Validate building position and model ID

This example shows you how to easily verify if any object model ID is non-dynamic, so it can be used with the createBuilding function, as long as it's inside the map boundaries:

-- This would be your object's position coordinates
local x, y, z = 0, 0, 69
-- This would be your object's dimension ID
local dimension = 0
-- Dynamic object models will always have a physical properties group different than -1.
local isNonDynamic = engineGetModelPhysicalPropertiesGroup(modelID) == -1
-- Buildings can't be placed outside dimension 0
local isNormalDimension = dimension == 0
-- Buildings can't be placed outside regular map boundaries
local isInsideMapLimits = x >= -3000 and x <= 3000 and y >= -3000 and y <= 3000

if isNonDynamic and isNormalDimension  and isInsideMapLimits then
  -- createBuilding
else
  -- createObject
end
Click to collapse [-]
Simple example

This example creates a building when the resource starts:

function loadMap()
   -- create a *building* at a specified position with a specified rotation
   createBuilding(4550, 1985, -2544, 94, 0,0,0) -- Maze Bank Tower in LS airport
end
addEventHandler("onClientResourceStart", resourceRoot, loadMap, false)


See Also