EngineRestoreObjectGroupPhysicalProperties: Difference between revisions
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==Requirements== | |||
{{Requirements|n/a|1.5.7-9.19626|}} | |||
==See Also== | ==See Also== | ||
{{Client_object_functions}} | {{Client_object_functions}} | ||
Revision as of 13:51, 25 October 2020
This function restores physical property of given properties group.
Syntax
bool engineRestoreObjectGroupPhysicalProperties ( int groupID, objectgroup-modifiable property )
Required Arguments
- groupID: the id of physical properties group which you wish to restore a property of.
- objectgroup-modifiable: the property which you wish to restore, as per table below.
Returns
Returns true if everything went well, error is raised otherwise.
Properties
Physical properties
| Property | Type | Description |
|---|---|---|
| mass | float | Mass of an object |
| turn_mass | float | Turn mass (kg m^3) of an object |
| air_resistance | float | Air resistance of an object |
| elasticity | float | Elasticity of an object |
| buoyancy | float | Buoyancy of an object |
| uproot_limit | float | How much force is needed to uproot the object |
| col_damage_multiplier | float | Force multiplier used when colliding with object |
| col_damage_effect | DamageEffect | Dictates which damage effect is applied to object on collision |
| special_col_response | CollisionResponse | Dictates how object responds to being collided with |
| avoid_camera | bool | Dictates whether camera passes throught the object |
| cause_explosion | bool | Dictates whether objects exploded upon collision |
| fx_type | FxType | Dictates when particles will be created when colliding with object |
| fx_offset | Vector3D | Offset from center of mass where particles will be created upon collision |
| fx_system | FxEffect(string) | Effect that will be used upon collision |
| smash_multiplier | float | Force multiplier when destroying object |
| break_velocity | Vector3D | Velocity and direction in which the object is destroyed |
| break_velocity_randomness | float | Randomness of velocity and direction in which the object is destroyed, 0 means that object uses break_velocity without any randomness |
| break_mode | BreakMode | Dictates how object can be damaged |
| sparks_on_impact | bool | Dictates whether object creates sparks upon impact |
Damage effect
| Effect | Description |
|---|---|
| none | Object doesn't change at all once it's damaged |
| change_model | Some of the objects change model on collision, those use this |
| smash | Object is smashed |
| change_smash | First CHANGE_MODEL, afterwards smash on collision |
| breakable | Object is breakable normally |
| breakable_remove | object.dat says: '(ie. never regenerated after destroyed)' |
Collision Response
| Response | Description |
|---|---|
| none | Object doesn't respond in any special way |
| lamppost | Objects acts like an lamp post |
| small_box | - |
| big_box | - |
| fence_part | - |
| grenade | - |
| swingdoor | - |
| lockdoor | - |
| hanging | - |
| poolball | - |
Fx Type
| Type | Description |
|---|---|
| none | No particles effect played on collision |
| play_on_hit | Particles effect is played on collision, even if object isn't destroyed |
| play_on_destroyed | Particles effect is played only once object is destroyed |
| play_on_hitdestroyed | Particles effect is played both when hit and destroyed |
Break Mode
| Mode | Description |
|---|---|
| not_by_gun | not breakable by gun |
| by_gun | - |
| smashable | - |
Fx Effect
| effect | Description |
|---|---|
| wallbust | - |
| shootlight | - |
| puke | Puke effect |
| explosion_door | - |
| explosion_crate | Crate break |
| explosion_barrel | Barrel explosion |
| blood_heli | Heli cutting peds |
| tree_hit_palm | - |
| tree_hit_fir | - |
| water_swim | Water ripples |
| water_splsh_sml | - |
| water_splash_big | - |
| water_splash | - |
| water_hydrant | - |
| tank_fire | - |
| riot_smoke | - |
| gunsmoke | Gun smoke when firing |
| gunflash | Gun flash when firing |
| explosion_tiny | - |
| explosion_small | - |
| explosion_molotov | Molotov explosion |
| explosion_medium | - |
| explosion_large | - |
| explosion_fuel_car | - |
| exhale | - |
| camflash | Camera photo flash |
| prt_wake | Wake on water behind boats |
Example
Click to collapse [-]
Clientfunction restoreProperty(_, group, property)
engineRestoreObjectGroupPhysicalProperties(tonumber(group), property)
end
addCommandHandler ( "restoreProperty", restoreProperty )
--restoreProperty(120, "special_col_response")
Requirements
This template will be deleted.
See Also
- createObject
- getObjectScale
- moveObject
- setObjectScale
- stopObject
- getObjectMass
- getObjectProperty
- setObjectMass
- setObjectProperty