Dynamic object: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
(added "behaviour")
Line 4: Line 4:


== Behaviour ==
== Behaviour ==
* If object has originally 99999.0 Mass or/and TurnMass you can't move them like other dynamic objects (ex. beachball). Changing this property doesn't have effect too.
* If object has originally 99999.0 Mass or TurnMass you can't move them like other dynamic objects (ex. beachball). Changing this property using [[setObjectMass]] doesn't change this effect.
* Some dynamic objects (propably only weapon models, ex. ID 355) doesn't have collision until GTA create [[Element/Projectile|projectile]].
* Some dynamic objects (propably only weapon models, ex. ID 355) doesn't have collision until GTA create [[Element/Projectile|projectile]].



Revision as of 09:47, 30 December 2014

[[{{{image}}}|link=|]] Note: This page is under construction.

There should be description.

Behaviour

  • If object has originally 99999.0 Mass or TurnMass you can't move them like other dynamic objects (ex. beachball). Changing this property using setObjectMass doesn't change this effect.
  • Some dynamic objects (propably only weapon models, ex. ID 355) doesn't have collision until GTA create projectile.

List

Property Description
Mass weight of the object (kilograms 1 to 50000)
TurnMass kg m^3 or some such dimension
Air Resistance scale 0 (total resistance) to 1 (zero resistance)
Elasticity scale 0 (no bounce) to 1 (full bounce) or more)
Percent Submerged percentage 10 to 120
Uproot Limit force magnitude required to uproot
CDMult Collision Damage Multiplier (0.1 - 5.0 ish)
CDEff Collision Damage Effect
SpCDR Special Collision Response Cases
CamAv Camera to avoid this object (0) for no (1) for yes
Expl Causes Explosion or not
FX_TYPE 0 - no FxSystem, 1 - play when hit, 2 - play when destroyed, 3 - play when hit or destroyed
FX_OFFSET offset from the pivot of the object (set x value to -999.0 to play at the point of collision)
FX_NAME needs to be "none" if FX_TYPE is 0, otherwise must be the name of a valid effect
B-SM Smash Multiplier
B-VX Break Velocity X - velocity of breakable parts
B-VY Break Velocity Y
B-VZ Break Velocity Z
B-VR Break Velocity Rand - velocity randomness factor
B-GUN Gun Break Mode (0 - not breakable by gun, 1 - breakable, 2 - smashable)
G_SPK Produce Sparks on Impact (0 - no sparks, 1 - sparks produced)
ID Name Mass TurnMass AirResistance Elasticity PercSubmerged Uproot CDMult CDEff SpCDR CamAv Expl FX_TYPE FX_OFFSET FX_NAME B-SM B-VX B-VY B-VZ B-VR B-GUN B_SPK
cardboardbox2 20.0 20.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
cardboardbox4 20.0 20.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
cardboardbox 10.0 10.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
cm_box 10.0 10.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
temp_cardbox 10.0 10.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
pizzabox 10.0 10.0 1.00 0.03 50.0 0.0 2.0 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
tar_gun1 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
tar_gun2 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
kb_beer 30.0 30.0 0.99 0.03 50.0 0.0 1.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
kb_beer01 30.0 30.0 0.99 0.03 50.0 0.0 1.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
record1 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
record2 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
record3 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
e_test 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
w_test 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
cutscene_beer 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
dyn_wine_break 50.0 150.0 0.99 0.0 50.0 350.0 5.0 200 0 1 0 0 0.0 0.0 0.0 none 1.0 0.0 0.0 0.1 0.07 2 0
dyn_wine_BOUNCE 50.0 150.0 0.99 0.0 50.0 350.0 5.0 200 0 1 0 0 0.0 0.0 0.0 none 1.0 0.0 0.0 0.1 0.07 2 0
CJ_B_OPTIC1 50.0 150.0 0.99 0.0 50.0 350.0 5.0 200 0 1 0 0 0.0 0.0 0.0 none 1.0 0.0 0.0 0.1 0.07 2 0