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	<id>https://wiki.multitheftauto.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Puma</id>
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	<updated>2026-05-12T18:23:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31283</id>
		<title>Error/info-window</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31283"/>
		<updated>2012-05-28T19:02:06Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-error- or infowindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example (error-window on top, info-window at the bottom):&lt;br /&gt;
&lt;br /&gt;
[[Image:Errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set for both the info- and error window these colors:&lt;br /&gt;
* Top-background ((red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string windowtype, string text, [ int time = 0, string toptext = &amp;quot;Error&amp;quot; or &amp;quot;Info&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string windowtype, string text, [ int time = 0, string toptext = &amp;quot;Error&amp;quot; or &amp;quot;Info&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31282</id>
		<title>Error/info-window</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31282"/>
		<updated>2012-05-28T19:01:56Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-error- or infowindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example (error-window on top, info-window at the bottom):&lt;br /&gt;
&lt;br /&gt;
[[Image:Errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set for both the info- and error window these colors:&lt;br /&gt;
* Top-background ((red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string windowtype, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot; or &amp;quot;Info&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string windowtype, string text, [ int time = 0, string toptext = &amp;quot;Error&amp;quot; or &amp;quot;Info&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31281</id>
		<title>Error/info-window</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31281"/>
		<updated>2012-05-28T19:01:18Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-error- or infowindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example (error-window on top, info-window at the bottom):&lt;br /&gt;
&lt;br /&gt;
[[Image:Errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set for both the info- and error window these colors:&lt;br /&gt;
* Top-background ((red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string windowtype, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string windowtype, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31280</id>
		<title>Error/info-window</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31280"/>
		<updated>2012-05-28T19:00:48Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-error- or infowindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set for both the info- and error window these colors:&lt;br /&gt;
* Top-background ((red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string windowtype, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string windowtype, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31279</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31279"/>
		<updated>2012-05-28T19:00:17Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-errorwindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example (top -&amp;gt; errorwindow, bottom -&amp;gt; infowindow):&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31278</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31278"/>
		<updated>2012-05-28T18:59:51Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-errorwindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example (top: errorwindow, bottom: infowindow):&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31277</id>
		<title>Error/info-window</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31277"/>
		<updated>2012-05-28T18:58:24Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-error- or infowindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Errorwindow]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set for both the info- and error window these colors:&lt;br /&gt;
* Top-background ((red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string windowtype, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string windowtype, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31276</id>
		<title>Error/info-window</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31276"/>
		<updated>2012-05-28T18:58:03Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-error- or infowindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:infoerrorwindow]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set for both the info- and error window these colors:&lt;br /&gt;
* Top-background ((red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string windowtype, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string windowtype, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''windowtype:''' Windowtype, either '''&amp;quot;error&amp;quot;''' or '''&amp;quot;info&amp;quot;'''.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31275</id>
		<title>Error/info-window</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Error/info-window&amp;diff=31275"/>
		<updated>2012-05-28T18:55:41Z</updated>

		<summary type="html">&lt;p&gt;Puma: Created page with &amp;quot;This resource provides a function that shows an dx-error- or infowindow. The window's size will fit the text that you put into it.  Example:  Image:Errorwindow.png  In its se...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-error- or infowindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=File:Errorwindow.png&amp;diff=31274</id>
		<title>File:Errorwindow.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=File:Errorwindow.png&amp;diff=31274"/>
		<updated>2012-05-28T18:55:20Z</updated>

		<summary type="html">&lt;p&gt;Puma: uploaded a new version of &amp;amp;quot;File:Errorwindow.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31273</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31273"/>
		<updated>2012-05-28T18:02:36Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-errorwindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31272</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31272"/>
		<updated>2012-05-28T18:02:28Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-errorwindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31271</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31271"/>
		<updated>2012-05-28T18:02:10Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-errorwindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Download''':&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31270</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31270"/>
		<updated>2012-05-28T18:01:56Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-errorwindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Download:&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31269</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31269"/>
		<updated>2012-05-28T18:01:49Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-errorwindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
Download:&lt;br /&gt;
http://community.multitheftauto.com/index.php?p=resources&amp;amp;s=details&amp;amp;id=4921&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31268</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31268"/>
		<updated>2012-05-28T17:59:25Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-errorwindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Top-text (red, green, blue) (0-255)&lt;br /&gt;
* Text-background (red, green, blue, alpha) (0-255)&lt;br /&gt;
* Text (red, green, blue) (0-255)&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31267</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31267"/>
		<updated>2012-05-28T17:57:00Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an dx-errorwindow. The window's size will fit the text that you put into it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background&lt;br /&gt;
* Top-text&lt;br /&gt;
* Text-background&lt;br /&gt;
* Text&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31266</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31266"/>
		<updated>2012-05-28T17:55:30Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an errorwindow.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background&lt;br /&gt;
* Top-text&lt;br /&gt;
* Text-background&lt;br /&gt;
* Text&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31265</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31265"/>
		<updated>2012-05-28T17:55:20Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an errorwindow.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background&lt;br /&gt;
* Top-text&lt;br /&gt;
* Text-background&lt;br /&gt;
* Text&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''toptext:''' Text in the top of the window (&amp;quot;Scumbag customer&amp;quot; in example-image above).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Doesn't return.&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31264</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31264"/>
		<updated>2012-05-28T17:53:46Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an errorwindow.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background&lt;br /&gt;
* Top-text&lt;br /&gt;
* Text-background&lt;br /&gt;
* Text&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''thePlayer:''' Player to show the errorwindow to.&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( string text, [ int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''text:''' Text to show in the errorwindow.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''time:''' Time in milliseconds to show the window, before it disappears (if disableByClick is true and client clicks, timer is overridden).&lt;br /&gt;
*'''disableByClick:''' Close window when client clicks somewhere ('''cursor must be enabled!''').&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns ''true'' if the command handler was added successfully, ''false'' otherwise.&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31263</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31263"/>
		<updated>2012-05-28T17:49:48Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an errorwindow.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background&lt;br /&gt;
* Top-text&lt;br /&gt;
* Text-background&lt;br /&gt;
* Text&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
exports.errorwindow: show ( player thePlayer, string text, [int time = 0, string toptext = &amp;quot;ERROR&amp;quot;, bool disableByClick = true ] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''commandName:''' This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.&lt;br /&gt;
*'''handlerFunction:''' This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take two parameters, playerSource and commandName, followed by as many parameters you expect after your command (see below). These are all optional.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
*'''restricted:''' Specify whether or not this command should be restricted by default. Use this on commands that should be inaccessible to everyone as default except special users specified in the ACL (Access Control List). This is to make sure admin commands such as ie. 'punish' won't be available to everyone if a server administrator forgets masking it in ACL. Make sure to add the command to your ACL under the proper group for it to be usefull (i.e &amp;lt;right name=&amp;quot;command.killEveryone&amp;quot; access=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/right&amp;gt;). This argument defaults to false if nothing is specified.&lt;br /&gt;
{{New feature|3|1.0|&lt;br /&gt;
*'''caseSensitive:''' Specifies if the command handler will ignore the case for this command name.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool addCommandHandler ( string commandName, function handlerFunction, [bool caseSensitive = true] )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*'''commandName:''' This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.&lt;br /&gt;
*'''handlerFunction:''' This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take two parameters, playerSource and commandName, followed by as many parameters you expect after your command (see below). These are all optional.&lt;br /&gt;
===Optional Arguments=== &lt;br /&gt;
{{OptionalArg}} &lt;br /&gt;
{{New feature|3|1.0|&lt;br /&gt;
*'''caseSensitive:''' Specifies if the command handler will ignore the case for this command name.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Handler function parameters====&lt;br /&gt;
These are the parameters for the handler function that is called when the command is used.&lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player playerSource, string commandName, [string arg1, string arg2, ...] &amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''playerSource:''' The player who triggered the command. If not triggered by a player (e.g. by admin), this will be ''false''.&lt;br /&gt;
* '''commandName:''' The name of the command triggered. This is useful if multiple commands go through one function.&lt;br /&gt;
* '''arg1, arg2, ...:''' Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain [[nil]]. You can deal with a variable number of arguments using the vararg expression, as shown in '''Server Example 2''' below.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section name=&amp;quot;Client&amp;quot; class=&amp;quot;client&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt; string commandName, [string arg1, string arg2, ...] &amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
* '''commandName:''' The name of the command triggered. This is useful if multiple commands go through one function.&lt;br /&gt;
* '''arg1, arg2, ...:''' Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain [[nil]]. You can deal with a variable number of arguments using the vararg expression, as shown in '''Server Example 2''' below.&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns ''true'' if the command handler was added successfully, ''false'' otherwise.&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31262</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31262"/>
		<updated>2012-05-28T17:43:39Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an errorwindow.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;br /&gt;
&lt;br /&gt;
In its settings, you can set the color of:&lt;br /&gt;
* Top-background&lt;br /&gt;
* Top-text&lt;br /&gt;
* Text-background&lt;br /&gt;
* Text&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31261</id>
		<title>Resource:Errorwindow</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Resource:Errorwindow&amp;diff=31261"/>
		<updated>2012-05-28T17:42:32Z</updated>

		<summary type="html">&lt;p&gt;Puma: Created page with &amp;quot;This resource provides a function that shows an errorwindow.  Example:  Image:errorwindow.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This resource provides a function that shows an errorwindow.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[Image:errorwindow.png]]&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=File:Errorwindow.png&amp;diff=31260</id>
		<title>File:Errorwindow.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=File:Errorwindow.png&amp;diff=31260"/>
		<updated>2012-05-28T17:42:12Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30909</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30909"/>
		<updated>2012-05-18T20:48:35Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* What is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Promovideo.png|link=http://www.youtube.com/watch?v=TWrgSiKcX1k]]&lt;br /&gt;
&lt;br /&gt;
'''TUTORIAL video:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Tutvideo.png|link=http://www.youtube.com/watch?v=gYLvEFG_WeY]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Enjoy!'''&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=File:Tutvideo.png&amp;diff=30908</id>
		<title>File:Tutvideo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=File:Tutvideo.png&amp;diff=30908"/>
		<updated>2012-05-18T20:47:55Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30896</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30896"/>
		<updated>2012-05-18T17:50:51Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Image:Setvehiclemodel.png.png Set vehicle model */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Promovideo.png|link=http://www.youtube.com/watch?v=TWrgSiKcX1k]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Enjoy!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30892</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30892"/>
		<updated>2012-05-18T17:36:14Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Promovideo.png|link=http://www.youtube.com/watch?v=TWrgSiKcX1k]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Enjoy!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30891</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30891"/>
		<updated>2012-05-18T17:35:51Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* What is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Promovideo.png|link=http://www.youtube.com/watch?v=TWrgSiKcX1k]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Enjoy!'''&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30890</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30890"/>
		<updated>2012-05-18T17:34:36Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* What is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Promovideo.png|link=http://www.youtube.com/watch?v=TWrgSiKcX1k]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30889</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30889"/>
		<updated>2012-05-18T17:32:02Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* What is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
&lt;br /&gt;
[http://mediawiki.org [[Image:Promovideo.png]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30888</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30888"/>
		<updated>2012-05-18T17:30:17Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* What is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Promovideo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30887</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30887"/>
		<updated>2012-05-18T17:30:05Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* What is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Promovideo.png]]&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30886</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30886"/>
		<updated>2012-05-18T17:29:58Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* What is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Promovideo.png]]&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30885</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30885"/>
		<updated>2012-05-18T17:29:48Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* What is it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
'''Promotional video:'''&lt;br /&gt;
[[Image:Promovideo.png]]&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=File:Promovideo.png&amp;diff=30884</id>
		<title>File:Promovideo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=File:Promovideo.png&amp;diff=30884"/>
		<updated>2012-05-18T17:29:17Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30881</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30881"/>
		<updated>2012-05-18T17:22:13Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30880</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30880"/>
		<updated>2012-05-18T17:22:06Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30879</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30879"/>
		<updated>2012-05-18T17:21:55Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TWrgSiKcX1k}}&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30878</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30878"/>
		<updated>2012-05-18T16:26:58Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* PIMP-elements and their options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclemodel.png.png]] Set vehicle model====&lt;br /&gt;
Change the vehicle's model.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''modelID''': The modelID of the vehiclemodel to change into.&lt;br /&gt;
*'''offsetZ''': Offset on Z-axis (for example, Dumper will get stuck in the ground if you change into it from a Kart).&lt;br /&gt;
*'''doFor''': Change only the player's vehicle, change all other player's vehicles or change everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=File:Setvehiclemodel.png&amp;diff=30877</id>
		<title>File:Setvehiclemodel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=File:Setvehiclemodel.png&amp;diff=30877"/>
		<updated>2012-05-18T16:21:59Z</updated>

		<summary type="html">&lt;p&gt;Puma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30876</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30876"/>
		<updated>2012-05-18T16:20:56Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Image:Setrotation.png Set vehicle rotation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Add rotation set below to current rotation or set it as a whole new rotation.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30875</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30875"/>
		<updated>2012-05-18T16:20:08Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* IMPORTANT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''fadeScreen''': Set true to enabled fading screen before camera changed, false to not fade.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30874</id>
		<title>PIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=PIMP&amp;diff=30874"/>
		<updated>2012-05-18T16:17:39Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Image:Teleport.png Teleport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:pimplogo.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is it?==&lt;br /&gt;
PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. Teleports, handling, text on your screen, boosts, gravity, creating filmic scenes and much more: it's all there and very easy to use! This tutorial explains how to use the tool, what the options are for and more.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''pimp'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:pimpadd.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the PIMP-buttons&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
PIMP works with markers. For example, you add a teleport-element to a marker and when you hit that marker, you are teleported.&lt;br /&gt;
===Creating a PIMP-element and adding it to a marker===&lt;br /&gt;
# Position your mouse on the bottom-left icons and scroll until you reach the default elements:&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# Click the &amp;quot;marker&amp;quot;-button to create a marker:&lt;br /&gt;
#: [[Image:Editor_Marker.png]]&lt;br /&gt;
# Place it somewhere, select it and press the &amp;quot;F3&amp;quot;-key on your keyboard.&lt;br /&gt;
# Fill in a decent name in the &amp;quot;ID&amp;quot;-box. If you're going to add a boost to it for example, name it &amp;quot;pimp boost 1&amp;quot;. Then click on the &amp;quot;OK&amp;quot;-button.&lt;br /&gt;
#: [[Image:Pimpfillinid.png]]&lt;br /&gt;
# Click on one of the PIMP-elementbuttons on the bottomleft corner of your screen:&lt;br /&gt;
#: [[Image:pimpbuttons.png]]&lt;br /&gt;
# Click on the &amp;quot;Browse&amp;quot;-button next to &amp;quot;parent&amp;quot;:&lt;br /&gt;
#: [[Image:pimpparent.png]]&lt;br /&gt;
# Choose the marker you just created and click on the &amp;quot;OK&amp;quot;-button:&lt;br /&gt;
#: [[Image:pimpchoosemarker.png]]&lt;br /&gt;
Fill in the other options. What the options do, is written on this page (scroll down). Hit the &amp;quot;OK&amp;quot;-button at the bottom of the window again to save.&lt;br /&gt;
&lt;br /&gt;
You're done!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====IMPORTANT: Sometimes the &amp;quot;parent&amp;quot; isn't saved properly when you click on &amp;quot;OK&amp;quot;!====&lt;br /&gt;
This is a bug in the editor and it appears mostly at the &amp;quot;Teleport&amp;quot;- and &amp;quot;Camera Position&amp;quot;-elements!&lt;br /&gt;
&lt;br /&gt;
You can check this by opening the elements-list:&lt;br /&gt;
[[Image:Editor_Current_elements.png]]&lt;br /&gt;
&lt;br /&gt;
'''''Doubleclick''''' on your PIMP-element in the list (properties window of that element should appear) and if it says '''&amp;lt;none&amp;gt;''' in the &amp;quot;parent&amp;quot;-box, set a new parent by clicking the &amp;quot;Browse button&amp;quot;, as described above.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
When in editor testmode, just type '''/restart pimp''' to test the PIMP-stuff in your map. Every time you enter the testmode, you must use '''/restart pimp''' to let the PIMP-resource analyze the map.&lt;br /&gt;
&lt;br /&gt;
==PIMP-elements and their options==&lt;br /&gt;
====[[Image:2dtext.png]] 2D Text====&lt;br /&gt;
Create a text on the screen when you hit the marker.&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''time''': Time for the text to be displayed ('''milliseconds''').&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''screenX''': Horizontal position of the text on the screen, between 0 and 1. For example, 0 means left, 0.5 is the middle.&lt;br /&gt;
*'''screenY''': Vertical position of the text on the screen, between 0 and 1. For example, 0 means top and 0.5 is the middle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:3dtext.png]] 3D Text====&lt;br /&gt;
Create a text that seems to be in the world at the position of the marker.&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''text''': Text to be displayed. Use '''#N''' to start a new line and use normal colorcodes (#ffaa00 etc.) to change the color. For example: ''This is the first line#NThis is the second line and #ff0000this text is now red''&lt;br /&gt;
*'''maxDistance''': Maximum distance for the text to be visible.&lt;br /&gt;
*'''scaling''': Scaling of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''fading''': Fading of the text, when further away, on (true) or off (false).&lt;br /&gt;
*'''size''': Size of the text. Default is 2, 1 is normal small text like in the chatbox.&lt;br /&gt;
*'''font''': Font the text is written in.&lt;br /&gt;
*'''color''': Color of the text. However, this can be overridden if you use colorcodes (#ffaa00 etc).&lt;br /&gt;
*'''shadow''': Shadow on (true) or off (false).&lt;br /&gt;
*'''alignX''': Horizontally align the text left, center or right.&lt;br /&gt;
*'''alignY''': Vertically align the text at the top, center or bottom.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Teleport.png]] Teleport====&lt;br /&gt;
Teleport the player/vehicle.&lt;br /&gt;
#First, create a '''vehicle''' (NOT a spawnpoint, just a vehicle): [[Image:Editor_Vehicle.png]]&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''teleportTo''': Click on '''&amp;quot;Browse&amp;quot;''' and select the '''vehicle''' you created. You will be teleported to the position and rotation of this vehicle.&lt;br /&gt;
*'''velocity''': After teleportation, change the velocity (fill in velocityX, velocityY, velocityZ) or keep old velocity.&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': After teleportation, change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ) or keep old turnvelocity.&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity after teleportation.&lt;br /&gt;
*'''changeModel''': Change model to model of the vehicle you set as teleportTo (true) or don't change model (false).&lt;br /&gt;
*'''freezeTime''': Time the vehicle should remain frozen after teleportation ('''milliseconds''').&lt;br /&gt;
*'''fadeScreen''': Set true to fade-out to a black screen and fade-in again after teleportation.&lt;br /&gt;
*'''fadeTime''': Time the fade-in and fade-out take ('''milliseconds''').&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Boost.png]] Boost====&lt;br /&gt;
Give the player/vehicle a boost.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Boost vehicle along world axes (Y = north, Z = east, Z = up) or along the vehicle's axes (Y = forwards/backwards, X = sidewards, Z = up/down).&lt;br /&gt;
*'''velocityX, velocityY, velocityZ''': New X-, Y- and Z-velocity after teleportation.&lt;br /&gt;
*'''turnVelocity''': Keep old turnvelocity or change the turnVelocity (fill in turnVelX, turnVelY, turnVelZ).&lt;br /&gt;
*''' turnVelX,  turnVelY,  turnVelZ''': New X-, Y- and Z-turnvelocity.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Setvehiclegravity.png]] Set vehicle gravity====&lt;br /&gt;
Set gravity on the vehicle. Default is X=0, Y=0 and Z=-1. For example, upside-down is X=0, Y=0 and Z=1.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravityX, gravityY, gravityZ''': X-, Y- and Z-gravity on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blip.png]] Blip====&lt;br /&gt;
Create a blip on the position of the marker or attach a blip to the player/vehicle when the marker is hit.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': Attach to the player when hit, or attach to the marker (permanently).&lt;br /&gt;
*'''iconID''': IconID. Click for a list of ID's: [[Radar Blips]]&lt;br /&gt;
*'''size''': Size of the blip, only works if iconID = 0.&lt;br /&gt;
*'''color''': Color of th eblip, only works if iconID = 0.&lt;br /&gt;
*'''distance''': Maximum distance the blip is visible from.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameraposition.png]] Camera Position====&lt;br /&gt;
Position the player's camera somewhere else and make it follow the player, or look at a certain position.&lt;br /&gt;
&lt;br /&gt;
====IMPORTANT====&lt;br /&gt;
Camera Position uses multiple. One to trigger (parent), one for the position of the camera and, if camera is not pointed at the player, a third marker to look at. However, you can use the same marker for multiple purposes. For example, you can use the parent-marker also as posElement-marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''posElement''': Marker where the camera is positioned.&lt;br /&gt;
*'''lookAt''': Follow the player, or look at a marker --&amp;gt; '''set marker at lookAtMarker'''.&lt;br /&gt;
*'''lookAtMarker''': Marker to look at, if lookAt = &amp;quot;marker&amp;quot;.&lt;br /&gt;
*'''rollAngle''': Rotation of the camera.&lt;br /&gt;
*'''fov''': How much the camera is zoomed in, default = 70.&lt;br /&gt;
*'''time''': Time the camera should keep on doing this, before it is restored to watching the player as usual. Time = 0 means forever, until you drive through a cameraTargetPlayer-element or map stops.&lt;br /&gt;
*'''doFor''': Change camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Cameratargetplayer.png]] Camera Target Player====&lt;br /&gt;
This restores the camera to following the player, as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''wait''': Time to wait before restoring the camera ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Restore camera for the player that hits the marker only, or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setrotation.png]] Set vehicle rotation====&lt;br /&gt;
Rotate the vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''rotX, rotY, rot''': X-, Y- and Z-rotation on the vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====[[Image:Enablecheat.png]] Enable cheat====&lt;br /&gt;
Enable a cheat.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''type''': &lt;br /&gt;
**'''aircars''': Flying cars.&lt;br /&gt;
**'''hovercars''': Cars can drive on water.&lt;br /&gt;
**'''extrabunny''': Extremely high bunny hop on a bicycle.&lt;br /&gt;
*'''enabled''': Turn cheat on (true) or off (false).&lt;br /&gt;
*'''time''': Time to turn cheat off, if enabled = true ('''milliseconds''').&lt;br /&gt;
*'''doFor''': Enable/disable cheat for the player that hits the marker only or for ''everyone''.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Blowvehicle.png]] Blow vehicle====&lt;br /&gt;
Blow up the player's or everyone's vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''explode''': Blow up the car with explosion (true) or without explosion (false).&lt;br /&gt;
*'''doFor''': Blow up the player's car, everyone's ''exept the player's car'' or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Fixvehicle.png]] Fix vehicle====&lt;br /&gt;
Fix vehicle or set health level.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''health''': Health (0% - 100%).&lt;br /&gt;
*'''doFor''': Fix only the player's car or everyone's.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setvehicledamageproof.png]] Set vehicle damageproof====&lt;br /&gt;
Makes the vehicle damageproof.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''enabled''': Make the vehicle damageproof (true) or not (false).&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setgamespeed.png]] Set gamespeed====&lt;br /&gt;
Set gamespeed.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''speed''': Gamespeed (0 - 10).&lt;br /&gt;
*'''doFor''': Set gamespeed for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setworldgravity.png]] Set worldgravity====&lt;br /&gt;
Set gravity of the world.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''gravity''': Gravity, default = 0.008.&lt;br /&gt;
*'''doFor''': Set Gravity for the player only or for everyone.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Setvehiclehandling.png]] Set vehicle handling====&lt;br /&gt;
Change the handling of a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Change handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
*'''mass''': mass: The vehicle's mass in kilograms. (1.0 - 100000.0)&lt;br /&gt;
*'''turnMass''': turnMass: The vehicle's turnmass in kilograms. (0.0 - 1000000.0)&lt;br /&gt;
*'''dragCoeff''': dragCoeff: The higher, the less resistance and more movement. (-200.0 - 200.0)&lt;br /&gt;
*'''COMX''': centerOfMassX: X-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMY''': centerOfMassY: Y-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''COMZ''': centerOfMassZ: Z-center of mass. (-10.0 - 10.0)&lt;br /&gt;
*'''percSubmerged''': percentSubmerged: Percentage of vehicle height required to be submerged for the car to float. (1 - 99999)&lt;br /&gt;
*'''tracMultiplier''': tractionMultiplier: Cornering grip of the vehicle as a multiplier of tyre surface friction. (-100000.0 - 100000.0)&lt;br /&gt;
*'''tracLoss''': tractionLoss: Accelerating/braking grip. (0.0 - 100.0)&lt;br /&gt;
*'''tracBias''': tractionBias: Front- to rear-axle grip: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''gears''': numberOfGears: Number of gears. (1 - 5)&lt;br /&gt;
*'''maxVelocity''': maxVelocity: Top speed. For example, Infernus top speed is 240. (0.1 - 200000.0)&lt;br /&gt;
*'''acceleration''': engineAcceleration: Acceleration-rate. For example, Infernus acceleration is 30. (0.0 - 100000.0)&lt;br /&gt;
*'''engInertia''': engineInertia: Smoothens/sharpens acceleration curve. (-1000.0 - 1000.0)&lt;br /&gt;
*'''driveType''': driveType: Frontwheeldrive, rearwheeldrive or fourwheeldrive.&lt;br /&gt;
*'''engineType''': engineType: Petrol, diesel or electric.&lt;br /&gt;
*'''brakeDeceleration''': brakeDeceleration: Decelleration when braking. For example, Infernus has 11. (0.1 - 100000.0)&lt;br /&gt;
*'''brakeBias''': brakeBias: Break force position between front- and rear-axle: higher value --&amp;gt; grip shifts forwards (0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''steeringLock''': steeringLock: Maximum steeringangle in degrees. (0.0 - 360.0)&lt;br /&gt;
*'''susForLevel''': suspensionForceLevel: Suspension force. (0.0 - 100.0)&lt;br /&gt;
*'''susDamping''': suspensionDamping: Suspension damping. (0.0 - 100.0)&lt;br /&gt;
*'''susHiSpeDamping''': suspensionHighSpeedDamping: Stiffens damping when speed increases. (0.0 - 600.0)&lt;br /&gt;
*'''susUpLimit''': suspensionUpperLimit: Uppermost movement of wheels in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susLoLimit''': suspensionLowerLimit: Ride height of vehicle in metres. (-50.0 - 50.0)&lt;br /&gt;
*'''susFrReBias''': suspensionFrontRearBias: Ratio of suspension to apply at front compared to rear (higher = more on front, 0.5 is center). (0.0 - 1.0)&lt;br /&gt;
*'''susAnDiMultiplier''': suspensionAntiDiveMultiplier: Changes the amount of bodypitch when accelerating/braking. (0.0 - 30.0)&lt;br /&gt;
*'''colDamMultiplier''': collisionDamageMultiplier: Amount of damage at collision. For example, Infernus has 0.72. 0 is damageproof. (0.0 - 10.0)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====[[Image:Resetvehiclehandling.png]] Reset vehicle handling====&lt;br /&gt;
Restores handling on a vehicle.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''doFor''': Restore handling of the player's vehicle, everyone's ''exept the player's vehicle'' or everyone's vehicle.&lt;br /&gt;
*'''hideMarkers''': Make the marker invisble (true) or don't (false).&lt;br /&gt;
&lt;br /&gt;
'''All properties''': Restore handling (true) or don't restore (false).&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30335</id>
		<title>Moving Objects Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30335"/>
		<updated>2012-05-03T20:29:19Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Rotating: Back and forth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:moe.png]]&lt;br /&gt;
==What is it?==&lt;br /&gt;
With this, you can easily create moving objects in the MTA map-editor. Rotating objects, objects flying from place to place and even triggering them when you hit a marker. It's very easy to install and very easy to use. Please have a look at the tutorials below and enjoy the tool and its endless possibilities!&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''moe'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:moe_addedf.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the MOE-buttons&lt;br /&gt;
#: [[Image:moe_scroll2.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
===Attaching objects===&lt;br /&gt;
Once you attach objects to an object that is going to move, the objects attached to it will move with it. Attaching is very simple.&lt;br /&gt;
&lt;br /&gt;
:::'''Just to be clear: the''' '''''child-object''''' '''is attached TO the''' '''''parent-object'''''.&lt;br /&gt;
# Create the parent-object where you want to attach the child-object to.&lt;br /&gt;
# Create the child-object you want to attach to the parent-object, position and rotate it as you like. In the ''Properties''-window of an object, set the parent-object as parent ('''to re-open the ''Properties''-window of an object, select the object and press''' '''''F3'''''). &lt;br /&gt;
## Click on the ''Browse''-button next to ''parent''&lt;br /&gt;
##: [[Image:moe_propset.png]]&lt;br /&gt;
## Select the object you want to attach it to (click for enlargement)&lt;br /&gt;
##: [[Image:moe_selectob.png|300px]]&lt;br /&gt;
## Click the ''OK''-button&lt;br /&gt;
## Click the ''OK''-button again in the ''Properties''-window&lt;br /&gt;
Done! The attached child-object will now move with the parent-object!&lt;br /&gt;
----&lt;br /&gt;
===Rotating: Back and forth===&lt;br /&gt;
[[Image:moe_properties_backforth.png|right]]&lt;br /&gt;
[[Image:rotate_backforth.png|left]]Rotating back and forth means rotating like a door: it rotates to 'open' and then rotates back to 'close' again. This sort of movement comes in very handy if you want to make doors that open like the doors in your house.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'back and forth'-element by clicking on the 'back and forth'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'back and forth'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'back and forth'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
*'''forthTime''': The time the rotation forth takes&lt;br /&gt;
*'''backTime''': The time the rotation back takes&lt;br /&gt;
*'''pause1''': The time to wait before rotating forth&lt;br /&gt;
*'''pause2''': The time to wait before rotating back&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ) All rotations are in degrees!&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Rotating: Repeat rotation===&lt;br /&gt;
[[Image:moe_properties_roundround.png|right]]&lt;br /&gt;
[[Image:rotate_roundround.png|left]]Repeat rotation means that it will continue to rotate in the same direction, like a windmill.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'repeat rotation'-element by clicking on the 'repeat rotation'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'repeat rotation'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'repeat rotation'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ) All rotations are in degrees!&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
*'''orbitTime''': The time it takes to complete the rotation&lt;br /&gt;
*'''pause''': The time to wait before doing another orbit&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tracks===&lt;br /&gt;
[[Image:moe_properties_track.png|right]]&lt;br /&gt;
[[Image:moe_tracks.png|left]]A track is an object that moves along a path, from one point to another, like an elevator/lift, a sliding door or a traintrack.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create all objects you want the track to be based on (place and rotate them as you like)&lt;br /&gt;
#When you're done, count the amount of objects that the track will consist of. Create a track that fits the amount of objects. Click the button to create the track (track-buttons are displayed above)&lt;br /&gt;
:: 2 objects: 2 OBJS&lt;br /&gt;
:: 3-4 objects: MAX. 4&lt;br /&gt;
:: 5-8 objects: MAX. 8&lt;br /&gt;
:: 9-12 objects: MAX. 12&lt;br /&gt;
:: 13-20 objects: MAX. 20&lt;br /&gt;
#Choose the objects, fill in the data&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''parent''': The parent of this element (doesn't do anything)&lt;br /&gt;
*'''density''': The amount of objects on the track. For example, if you make it 2, the second object will start when the first is halfway the track. If you make it 10, there will be 10 objects going over the track at the same time, following eachother at an equal distance.&lt;br /&gt;
*'''trackType''': &lt;br /&gt;
:: '''&amp;quot;closed track&amp;quot;''': Objects go from the start to the end and back to the start, like they are following a circle.&lt;br /&gt;
:: '''&amp;quot;startpoint to endpoint&amp;quot;''': Objects go from the start to the end, but disappear at the end and re-appear at the beginning. They ''jump'' from the end to the start again, like pacman does when he leaves the level at one side and enters it again at the other side.&lt;br /&gt;
*'''object1, object2, object3...''': Click 'Browse' next to it, select an object from the big list and click the OK-button at the bottom of the list. First object ('''object1''') should be the point where the track starts and the last one you fill in, the endpoint.&lt;br /&gt;
*'''pause1, pause2, pause3...''': The time to wait before moving to the next point in the track&lt;br /&gt;
*'''time1, time2, time3...''': How long the object is moving until it reaches the next point in the track&lt;br /&gt;
*'''rotX1, rotY1, rotZ1, rotX2, rotY2, rotZ2...''': The extra rotation, if you want the object to spin, for example. If you don't fill this in, the object will automatically rotate to fit the rotation of the next object in the track. However, if you want it to sping 3 times, you fill in 720 for rotZ.&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30334</id>
		<title>Moving Objects Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30334"/>
		<updated>2012-05-03T20:28:43Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Rotating: Repeat rotation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:moe.png]]&lt;br /&gt;
==What is it?==&lt;br /&gt;
With this, you can easily create moving objects in the MTA map-editor. Rotating objects, objects flying from place to place and even triggering them when you hit a marker. It's very easy to install and very easy to use. Please have a look at the tutorials below and enjoy the tool and its endless possibilities!&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''moe'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:moe_addedf.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the MOE-buttons&lt;br /&gt;
#: [[Image:moe_scroll2.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
===Attaching objects===&lt;br /&gt;
Once you attach objects to an object that is going to move, the objects attached to it will move with it. Attaching is very simple.&lt;br /&gt;
&lt;br /&gt;
:::'''Just to be clear: the''' '''''child-object''''' '''is attached TO the''' '''''parent-object'''''.&lt;br /&gt;
# Create the parent-object where you want to attach the child-object to.&lt;br /&gt;
# Create the child-object you want to attach to the parent-object, position and rotate it as you like. In the ''Properties''-window of an object, set the parent-object as parent ('''to re-open the ''Properties''-window of an object, select the object and press''' '''''F3'''''). &lt;br /&gt;
## Click on the ''Browse''-button next to ''parent''&lt;br /&gt;
##: [[Image:moe_propset.png]]&lt;br /&gt;
## Select the object you want to attach it to (click for enlargement)&lt;br /&gt;
##: [[Image:moe_selectob.png|300px]]&lt;br /&gt;
## Click the ''OK''-button&lt;br /&gt;
## Click the ''OK''-button again in the ''Properties''-window&lt;br /&gt;
Done! The attached child-object will now move with the parent-object!&lt;br /&gt;
----&lt;br /&gt;
===Rotating: Back and forth===&lt;br /&gt;
[[Image:moe_properties_backforth.png|right]]&lt;br /&gt;
[[Image:rotate_backforth.png|left]]Rotating back and forth means rotating like a door: it rotates to 'open' and then rotates back to 'close' again. This sort of movement comes in very handy if you want to make doors that open like the doors in your house.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'back and forth'-element by clicking on the 'back and forth'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'back and forth'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'back and forth'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
*'''forthTime''': The time the rotation forth takes&lt;br /&gt;
*'''backTime''': The time the rotation back takes&lt;br /&gt;
*'''pause1''': The time to wait before rotating forth&lt;br /&gt;
*'''pause2''': The time to wait before rotating back&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ)&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Rotating: Repeat rotation===&lt;br /&gt;
[[Image:moe_properties_roundround.png|right]]&lt;br /&gt;
[[Image:rotate_roundround.png|left]]Repeat rotation means that it will continue to rotate in the same direction, like a windmill.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'repeat rotation'-element by clicking on the 'repeat rotation'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'repeat rotation'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'repeat rotation'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ) All rotations are in degrees!&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
*'''orbitTime''': The time it takes to complete the rotation&lt;br /&gt;
*'''pause''': The time to wait before doing another orbit&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tracks===&lt;br /&gt;
[[Image:moe_properties_track.png|right]]&lt;br /&gt;
[[Image:moe_tracks.png|left]]A track is an object that moves along a path, from one point to another, like an elevator/lift, a sliding door or a traintrack.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create all objects you want the track to be based on (place and rotate them as you like)&lt;br /&gt;
#When you're done, count the amount of objects that the track will consist of. Create a track that fits the amount of objects. Click the button to create the track (track-buttons are displayed above)&lt;br /&gt;
:: 2 objects: 2 OBJS&lt;br /&gt;
:: 3-4 objects: MAX. 4&lt;br /&gt;
:: 5-8 objects: MAX. 8&lt;br /&gt;
:: 9-12 objects: MAX. 12&lt;br /&gt;
:: 13-20 objects: MAX. 20&lt;br /&gt;
#Choose the objects, fill in the data&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''parent''': The parent of this element (doesn't do anything)&lt;br /&gt;
*'''density''': The amount of objects on the track. For example, if you make it 2, the second object will start when the first is halfway the track. If you make it 10, there will be 10 objects going over the track at the same time, following eachother at an equal distance.&lt;br /&gt;
*'''trackType''': &lt;br /&gt;
:: '''&amp;quot;closed track&amp;quot;''': Objects go from the start to the end and back to the start, like they are following a circle.&lt;br /&gt;
:: '''&amp;quot;startpoint to endpoint&amp;quot;''': Objects go from the start to the end, but disappear at the end and re-appear at the beginning. They ''jump'' from the end to the start again, like pacman does when he leaves the level at one side and enters it again at the other side.&lt;br /&gt;
*'''object1, object2, object3...''': Click 'Browse' next to it, select an object from the big list and click the OK-button at the bottom of the list. First object ('''object1''') should be the point where the track starts and the last one you fill in, the endpoint.&lt;br /&gt;
*'''pause1, pause2, pause3...''': The time to wait before moving to the next point in the track&lt;br /&gt;
*'''time1, time2, time3...''': How long the object is moving until it reaches the next point in the track&lt;br /&gt;
*'''rotX1, rotY1, rotZ1, rotX2, rotY2, rotZ2...''': The extra rotation, if you want the object to spin, for example. If you don't fill this in, the object will automatically rotate to fit the rotation of the next object in the track. However, if you want it to sping 3 times, you fill in 720 for rotZ.&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30333</id>
		<title>Moving Objects Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30333"/>
		<updated>2012-05-03T20:28:11Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Rotating: Repeat rotation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:moe.png]]&lt;br /&gt;
==What is it?==&lt;br /&gt;
With this, you can easily create moving objects in the MTA map-editor. Rotating objects, objects flying from place to place and even triggering them when you hit a marker. It's very easy to install and very easy to use. Please have a look at the tutorials below and enjoy the tool and its endless possibilities!&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''moe'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:moe_addedf.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the MOE-buttons&lt;br /&gt;
#: [[Image:moe_scroll2.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
===Attaching objects===&lt;br /&gt;
Once you attach objects to an object that is going to move, the objects attached to it will move with it. Attaching is very simple.&lt;br /&gt;
&lt;br /&gt;
:::'''Just to be clear: the''' '''''child-object''''' '''is attached TO the''' '''''parent-object'''''.&lt;br /&gt;
# Create the parent-object where you want to attach the child-object to.&lt;br /&gt;
# Create the child-object you want to attach to the parent-object, position and rotate it as you like. In the ''Properties''-window of an object, set the parent-object as parent ('''to re-open the ''Properties''-window of an object, select the object and press''' '''''F3'''''). &lt;br /&gt;
## Click on the ''Browse''-button next to ''parent''&lt;br /&gt;
##: [[Image:moe_propset.png]]&lt;br /&gt;
## Select the object you want to attach it to (click for enlargement)&lt;br /&gt;
##: [[Image:moe_selectob.png|300px]]&lt;br /&gt;
## Click the ''OK''-button&lt;br /&gt;
## Click the ''OK''-button again in the ''Properties''-window&lt;br /&gt;
Done! The attached child-object will now move with the parent-object!&lt;br /&gt;
----&lt;br /&gt;
===Rotating: Back and forth===&lt;br /&gt;
[[Image:moe_properties_backforth.png|right]]&lt;br /&gt;
[[Image:rotate_backforth.png|left]]Rotating back and forth means rotating like a door: it rotates to 'open' and then rotates back to 'close' again. This sort of movement comes in very handy if you want to make doors that open like the doors in your house.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'back and forth'-element by clicking on the 'back and forth'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'back and forth'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'back and forth'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
*'''forthTime''': The time the rotation forth takes&lt;br /&gt;
*'''backTime''': The time the rotation back takes&lt;br /&gt;
*'''pause1''': The time to wait before rotating forth&lt;br /&gt;
*'''pause2''': The time to wait before rotating back&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ)&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Rotating: Repeat rotation===&lt;br /&gt;
[[Image:moe_properties_roundround.png|right]]&lt;br /&gt;
[[Image:rotate_roundround.png|left]]Repeat rotation means that it will continue to rotate in the same direction, like a windmill.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'repeat rotation'-element by clicking on the 'repeat rotation'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'repeat rotation'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'repeat rotation'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ)&lt;br /&gt;
\nAll rotations are in degrees.&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
*'''orbitTime''': The time it takes to complete the rotation&lt;br /&gt;
*'''pause''': The time to wait before doing another orbit&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tracks===&lt;br /&gt;
[[Image:moe_properties_track.png|right]]&lt;br /&gt;
[[Image:moe_tracks.png|left]]A track is an object that moves along a path, from one point to another, like an elevator/lift, a sliding door or a traintrack.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create all objects you want the track to be based on (place and rotate them as you like)&lt;br /&gt;
#When you're done, count the amount of objects that the track will consist of. Create a track that fits the amount of objects. Click the button to create the track (track-buttons are displayed above)&lt;br /&gt;
:: 2 objects: 2 OBJS&lt;br /&gt;
:: 3-4 objects: MAX. 4&lt;br /&gt;
:: 5-8 objects: MAX. 8&lt;br /&gt;
:: 9-12 objects: MAX. 12&lt;br /&gt;
:: 13-20 objects: MAX. 20&lt;br /&gt;
#Choose the objects, fill in the data&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''parent''': The parent of this element (doesn't do anything)&lt;br /&gt;
*'''density''': The amount of objects on the track. For example, if you make it 2, the second object will start when the first is halfway the track. If you make it 10, there will be 10 objects going over the track at the same time, following eachother at an equal distance.&lt;br /&gt;
*'''trackType''': &lt;br /&gt;
:: '''&amp;quot;closed track&amp;quot;''': Objects go from the start to the end and back to the start, like they are following a circle.&lt;br /&gt;
:: '''&amp;quot;startpoint to endpoint&amp;quot;''': Objects go from the start to the end, but disappear at the end and re-appear at the beginning. They ''jump'' from the end to the start again, like pacman does when he leaves the level at one side and enters it again at the other side.&lt;br /&gt;
*'''object1, object2, object3...''': Click 'Browse' next to it, select an object from the big list and click the OK-button at the bottom of the list. First object ('''object1''') should be the point where the track starts and the last one you fill in, the endpoint.&lt;br /&gt;
*'''pause1, pause2, pause3...''': The time to wait before moving to the next point in the track&lt;br /&gt;
*'''time1, time2, time3...''': How long the object is moving until it reaches the next point in the track&lt;br /&gt;
*'''rotX1, rotY1, rotZ1, rotX2, rotY2, rotZ2...''': The extra rotation, if you want the object to spin, for example. If you don't fill this in, the object will automatically rotate to fit the rotation of the next object in the track. However, if you want it to sping 3 times, you fill in 720 for rotZ.&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30332</id>
		<title>Moving Objects Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30332"/>
		<updated>2012-05-03T20:27:56Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Rotating: Repeat rotation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:moe.png]]&lt;br /&gt;
==What is it?==&lt;br /&gt;
With this, you can easily create moving objects in the MTA map-editor. Rotating objects, objects flying from place to place and even triggering them when you hit a marker. It's very easy to install and very easy to use. Please have a look at the tutorials below and enjoy the tool and its endless possibilities!&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''moe'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:moe_addedf.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the MOE-buttons&lt;br /&gt;
#: [[Image:moe_scroll2.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
===Attaching objects===&lt;br /&gt;
Once you attach objects to an object that is going to move, the objects attached to it will move with it. Attaching is very simple.&lt;br /&gt;
&lt;br /&gt;
:::'''Just to be clear: the''' '''''child-object''''' '''is attached TO the''' '''''parent-object'''''.&lt;br /&gt;
# Create the parent-object where you want to attach the child-object to.&lt;br /&gt;
# Create the child-object you want to attach to the parent-object, position and rotate it as you like. In the ''Properties''-window of an object, set the parent-object as parent ('''to re-open the ''Properties''-window of an object, select the object and press''' '''''F3'''''). &lt;br /&gt;
## Click on the ''Browse''-button next to ''parent''&lt;br /&gt;
##: [[Image:moe_propset.png]]&lt;br /&gt;
## Select the object you want to attach it to (click for enlargement)&lt;br /&gt;
##: [[Image:moe_selectob.png|300px]]&lt;br /&gt;
## Click the ''OK''-button&lt;br /&gt;
## Click the ''OK''-button again in the ''Properties''-window&lt;br /&gt;
Done! The attached child-object will now move with the parent-object!&lt;br /&gt;
----&lt;br /&gt;
===Rotating: Back and forth===&lt;br /&gt;
[[Image:moe_properties_backforth.png|right]]&lt;br /&gt;
[[Image:rotate_backforth.png|left]]Rotating back and forth means rotating like a door: it rotates to 'open' and then rotates back to 'close' again. This sort of movement comes in very handy if you want to make doors that open like the doors in your house.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'back and forth'-element by clicking on the 'back and forth'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'back and forth'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'back and forth'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
*'''forthTime''': The time the rotation forth takes&lt;br /&gt;
*'''backTime''': The time the rotation back takes&lt;br /&gt;
*'''pause1''': The time to wait before rotating forth&lt;br /&gt;
*'''pause2''': The time to wait before rotating back&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ)&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Rotating: Repeat rotation===&lt;br /&gt;
[[Image:moe_properties_roundround.png|right]]&lt;br /&gt;
[[Image:rotate_roundround.png|left]]Repeat rotation means that it will continue to rotate in the same direction, like a windmill.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'repeat rotation'-element by clicking on the 'repeat rotation'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'repeat rotation'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'repeat rotation'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ)&lt;br /&gt;
&lt;br /&gt;
All rotations are in degrees.&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
*'''orbitTime''': The time it takes to complete the rotation&lt;br /&gt;
*'''pause''': The time to wait before doing another orbit&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tracks===&lt;br /&gt;
[[Image:moe_properties_track.png|right]]&lt;br /&gt;
[[Image:moe_tracks.png|left]]A track is an object that moves along a path, from one point to another, like an elevator/lift, a sliding door or a traintrack.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create all objects you want the track to be based on (place and rotate them as you like)&lt;br /&gt;
#When you're done, count the amount of objects that the track will consist of. Create a track that fits the amount of objects. Click the button to create the track (track-buttons are displayed above)&lt;br /&gt;
:: 2 objects: 2 OBJS&lt;br /&gt;
:: 3-4 objects: MAX. 4&lt;br /&gt;
:: 5-8 objects: MAX. 8&lt;br /&gt;
:: 9-12 objects: MAX. 12&lt;br /&gt;
:: 13-20 objects: MAX. 20&lt;br /&gt;
#Choose the objects, fill in the data&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''parent''': The parent of this element (doesn't do anything)&lt;br /&gt;
*'''density''': The amount of objects on the track. For example, if you make it 2, the second object will start when the first is halfway the track. If you make it 10, there will be 10 objects going over the track at the same time, following eachother at an equal distance.&lt;br /&gt;
*'''trackType''': &lt;br /&gt;
:: '''&amp;quot;closed track&amp;quot;''': Objects go from the start to the end and back to the start, like they are following a circle.&lt;br /&gt;
:: '''&amp;quot;startpoint to endpoint&amp;quot;''': Objects go from the start to the end, but disappear at the end and re-appear at the beginning. They ''jump'' from the end to the start again, like pacman does when he leaves the level at one side and enters it again at the other side.&lt;br /&gt;
*'''object1, object2, object3...''': Click 'Browse' next to it, select an object from the big list and click the OK-button at the bottom of the list. First object ('''object1''') should be the point where the track starts and the last one you fill in, the endpoint.&lt;br /&gt;
*'''pause1, pause2, pause3...''': The time to wait before moving to the next point in the track&lt;br /&gt;
*'''time1, time2, time3...''': How long the object is moving until it reaches the next point in the track&lt;br /&gt;
*'''rotX1, rotY1, rotZ1, rotX2, rotY2, rotZ2...''': The extra rotation, if you want the object to spin, for example. If you don't fill this in, the object will automatically rotate to fit the rotation of the next object in the track. However, if you want it to sping 3 times, you fill in 720 for rotZ.&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30331</id>
		<title>Moving Objects Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30331"/>
		<updated>2012-05-03T20:27:27Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Rotating: Repeat rotation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:moe.png]]&lt;br /&gt;
==What is it?==&lt;br /&gt;
With this, you can easily create moving objects in the MTA map-editor. Rotating objects, objects flying from place to place and even triggering them when you hit a marker. It's very easy to install and very easy to use. Please have a look at the tutorials below and enjoy the tool and its endless possibilities!&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''moe'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:moe_addedf.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the MOE-buttons&lt;br /&gt;
#: [[Image:moe_scroll2.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
===Attaching objects===&lt;br /&gt;
Once you attach objects to an object that is going to move, the objects attached to it will move with it. Attaching is very simple.&lt;br /&gt;
&lt;br /&gt;
:::'''Just to be clear: the''' '''''child-object''''' '''is attached TO the''' '''''parent-object'''''.&lt;br /&gt;
# Create the parent-object where you want to attach the child-object to.&lt;br /&gt;
# Create the child-object you want to attach to the parent-object, position and rotate it as you like. In the ''Properties''-window of an object, set the parent-object as parent ('''to re-open the ''Properties''-window of an object, select the object and press''' '''''F3'''''). &lt;br /&gt;
## Click on the ''Browse''-button next to ''parent''&lt;br /&gt;
##: [[Image:moe_propset.png]]&lt;br /&gt;
## Select the object you want to attach it to (click for enlargement)&lt;br /&gt;
##: [[Image:moe_selectob.png|300px]]&lt;br /&gt;
## Click the ''OK''-button&lt;br /&gt;
## Click the ''OK''-button again in the ''Properties''-window&lt;br /&gt;
Done! The attached child-object will now move with the parent-object!&lt;br /&gt;
----&lt;br /&gt;
===Rotating: Back and forth===&lt;br /&gt;
[[Image:moe_properties_backforth.png|right]]&lt;br /&gt;
[[Image:rotate_backforth.png|left]]Rotating back and forth means rotating like a door: it rotates to 'open' and then rotates back to 'close' again. This sort of movement comes in very handy if you want to make doors that open like the doors in your house.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'back and forth'-element by clicking on the 'back and forth'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'back and forth'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'back and forth'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
*'''forthTime''': The time the rotation forth takes&lt;br /&gt;
*'''backTime''': The time the rotation back takes&lt;br /&gt;
*'''pause1''': The time to wait before rotating forth&lt;br /&gt;
*'''pause2''': The time to wait before rotating back&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ)&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Rotating: Repeat rotation===&lt;br /&gt;
[[Image:moe_properties_roundround.png|right]]&lt;br /&gt;
[[Image:rotate_roundround.png|left]]Repeat rotation means that it will continue to rotate in the same direction, like a windmill.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'repeat rotation'-element by clicking on the 'repeat rotation'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'repeat rotation'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'repeat rotation'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ)&lt;br /&gt;
All rotations are in degrees.&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
*'''orbitTime''': The time it takes to complete the rotation&lt;br /&gt;
*'''pause''': The time to wait before doing another orbit&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tracks===&lt;br /&gt;
[[Image:moe_properties_track.png|right]]&lt;br /&gt;
[[Image:moe_tracks.png|left]]A track is an object that moves along a path, from one point to another, like an elevator/lift, a sliding door or a traintrack.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create all objects you want the track to be based on (place and rotate them as you like)&lt;br /&gt;
#When you're done, count the amount of objects that the track will consist of. Create a track that fits the amount of objects. Click the button to create the track (track-buttons are displayed above)&lt;br /&gt;
:: 2 objects: 2 OBJS&lt;br /&gt;
:: 3-4 objects: MAX. 4&lt;br /&gt;
:: 5-8 objects: MAX. 8&lt;br /&gt;
:: 9-12 objects: MAX. 12&lt;br /&gt;
:: 13-20 objects: MAX. 20&lt;br /&gt;
#Choose the objects, fill in the data&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''parent''': The parent of this element (doesn't do anything)&lt;br /&gt;
*'''density''': The amount of objects on the track. For example, if you make it 2, the second object will start when the first is halfway the track. If you make it 10, there will be 10 objects going over the track at the same time, following eachother at an equal distance.&lt;br /&gt;
*'''trackType''': &lt;br /&gt;
:: '''&amp;quot;closed track&amp;quot;''': Objects go from the start to the end and back to the start, like they are following a circle.&lt;br /&gt;
:: '''&amp;quot;startpoint to endpoint&amp;quot;''': Objects go from the start to the end, but disappear at the end and re-appear at the beginning. They ''jump'' from the end to the start again, like pacman does when he leaves the level at one side and enters it again at the other side.&lt;br /&gt;
*'''object1, object2, object3...''': Click 'Browse' next to it, select an object from the big list and click the OK-button at the bottom of the list. First object ('''object1''') should be the point where the track starts and the last one you fill in, the endpoint.&lt;br /&gt;
*'''pause1, pause2, pause3...''': The time to wait before moving to the next point in the track&lt;br /&gt;
*'''time1, time2, time3...''': How long the object is moving until it reaches the next point in the track&lt;br /&gt;
*'''rotX1, rotY1, rotZ1, rotX2, rotY2, rotZ2...''': The extra rotation, if you want the object to spin, for example. If you don't fill this in, the object will automatically rotate to fit the rotation of the next object in the track. However, if you want it to sping 3 times, you fill in 720 for rotZ.&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30330</id>
		<title>Moving Objects Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Moving_Objects_Editor&amp;diff=30330"/>
		<updated>2012-05-03T20:26:15Z</updated>

		<summary type="html">&lt;p&gt;Puma: /* Rotating: Repeat rotation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:moe.png]]&lt;br /&gt;
==What is it?==&lt;br /&gt;
With this, you can easily create moving objects in the MTA map-editor. Rotating objects, objects flying from place to place and even triggering them when you hit a marker. It's very easy to install and very easy to use. Please have a look at the tutorials below and enjoy the tool and its endless possibilities!&lt;br /&gt;
==Installation==&lt;br /&gt;
Once you have downloaded the file, put it in the resources directory of your MTA-installation:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;MTA San Andreas / server / mods / deathmatch / resources&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
'''''NOTE:''''' The server where your map will be played must also have the resource in the 'resources' directory and the resource must be '''running''' on the background (just start it when the server starts and that's all you have to do).&lt;br /&gt;
&lt;br /&gt;
==Starting it up in the map-editor==&lt;br /&gt;
Once you are in the map editor:&lt;br /&gt;
# Click on the ''Definitions'' icon.&lt;br /&gt;
#: [[Image:Editor_Definitions.png]]&lt;br /&gt;
# Click on ''moe'' and click the ''Add'' button&lt;br /&gt;
#: [[Image:moe_addedf.png]]&lt;br /&gt;
# Position your mouse on the buttons on the bottom-left corner&lt;br /&gt;
#: [[Image:moe_scroll1.png]]&lt;br /&gt;
# ''Scroll'' your mousewheel until you reach the MOE-buttons&lt;br /&gt;
#: [[Image:moe_scroll2.png]]&lt;br /&gt;
# You are now ready to use it! Don't forget to save!&lt;br /&gt;
==How to use the tool==&lt;br /&gt;
===Attaching objects===&lt;br /&gt;
Once you attach objects to an object that is going to move, the objects attached to it will move with it. Attaching is very simple.&lt;br /&gt;
&lt;br /&gt;
:::'''Just to be clear: the''' '''''child-object''''' '''is attached TO the''' '''''parent-object'''''.&lt;br /&gt;
# Create the parent-object where you want to attach the child-object to.&lt;br /&gt;
# Create the child-object you want to attach to the parent-object, position and rotate it as you like. In the ''Properties''-window of an object, set the parent-object as parent ('''to re-open the ''Properties''-window of an object, select the object and press''' '''''F3'''''). &lt;br /&gt;
## Click on the ''Browse''-button next to ''parent''&lt;br /&gt;
##: [[Image:moe_propset.png]]&lt;br /&gt;
## Select the object you want to attach it to (click for enlargement)&lt;br /&gt;
##: [[Image:moe_selectob.png|300px]]&lt;br /&gt;
## Click the ''OK''-button&lt;br /&gt;
## Click the ''OK''-button again in the ''Properties''-window&lt;br /&gt;
Done! The attached child-object will now move with the parent-object!&lt;br /&gt;
----&lt;br /&gt;
===Rotating: Back and forth===&lt;br /&gt;
[[Image:moe_properties_backforth.png|right]]&lt;br /&gt;
[[Image:rotate_backforth.png|left]]Rotating back and forth means rotating like a door: it rotates to 'open' and then rotates back to 'close' again. This sort of movement comes in very handy if you want to make doors that open like the doors in your house.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'back and forth'-element by clicking on the 'back and forth'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'back and forth'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'back and forth'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: '''''Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
*'''forthTime''': The time the rotation forth takes&lt;br /&gt;
*'''backTime''': The time the rotation back takes&lt;br /&gt;
*'''pause1''': The time to wait before rotating forth&lt;br /&gt;
*'''pause2''': The time to wait before rotating back&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ)&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Rotating: Repeat rotation===&lt;br /&gt;
[[Image:moe_properties_roundround.png|right]]&lt;br /&gt;
[[Image:rotate_roundround.png|left]]Repeat rotation means that it will continue to rotate in the same direction, like a windmill.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create the 'repeat rotation'-element by clicking on the 'repeat rotation'-icon (displayed above)&lt;br /&gt;
#Fill in the data (see below for a description)&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Select the object to which you want to assign the 'repeat rotation'-rotation&lt;br /&gt;
#Press F3, click on 'Browse' next to 'Parent' and select the 'repeat rotation'-element you just created from the list &lt;br /&gt;
#Click the OK-button&lt;br /&gt;
#Click the OK-button again in the properties-window&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''ID''': The name of the element. If you name it properly, it's easier to find it back when you set it as parent later on.&lt;br /&gt;
*'''parent''': The parent of this object (doesn't do anything)&lt;br /&gt;
'''''NOTE 2: '''''At least '''one''' of the rotation-data must be filled in! (rotationX, rotationY or rotationZ)&lt;br /&gt;
*'''rotationX''': Rotation along the X-axis&lt;br /&gt;
*'''rotationY''': Rotation along the Y-axis&lt;br /&gt;
*'''rotationZ''': Rotation along the Z-axis&lt;br /&gt;
*'''orbitTime''': The time it takes to complete the rotation&lt;br /&gt;
*'''pause''': The time to wait before doing another orbit&lt;br /&gt;
*'''hideChild''': Hide the child. If the child for which you set this element as a parent is only functioning as a center of axis and you don't want it to be visible, set it true. Otherwise, set it false.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tracks===&lt;br /&gt;
[[Image:moe_properties_track.png|right]]&lt;br /&gt;
[[Image:moe_tracks.png|left]]A track is an object that moves along a path, from one point to another, like an elevator/lift, a sliding door or a traintrack.&lt;br /&gt;
=====How to assign it=====&lt;br /&gt;
#Create all objects you want the track to be based on (place and rotate them as you like)&lt;br /&gt;
#When you're done, count the amount of objects that the track will consist of. Create a track that fits the amount of objects. Click the button to create the track (track-buttons are displayed above)&lt;br /&gt;
:: 2 objects: 2 OBJS&lt;br /&gt;
:: 3-4 objects: MAX. 4&lt;br /&gt;
:: 5-8 objects: MAX. 8&lt;br /&gt;
:: 9-12 objects: MAX. 12&lt;br /&gt;
:: 13-20 objects: MAX. 20&lt;br /&gt;
#Choose the objects, fill in the data&lt;br /&gt;
#Click the OK-button&lt;br /&gt;
&lt;br /&gt;
=====Data description=====&lt;br /&gt;
This explains what you need to fill in and what every option does.&lt;br /&gt;
&lt;br /&gt;
'''''NOTE: ''''' Time is in '''milliseconds'''! (1 second = 1000 milliseconds) If you want it to move for 5 seconds, fill in 5000.&lt;br /&gt;
&lt;br /&gt;
*'''parent''': The parent of this element (doesn't do anything)&lt;br /&gt;
*'''density''': The amount of objects on the track. For example, if you make it 2, the second object will start when the first is halfway the track. If you make it 10, there will be 10 objects going over the track at the same time, following eachother at an equal distance.&lt;br /&gt;
*'''trackType''': &lt;br /&gt;
:: '''&amp;quot;closed track&amp;quot;''': Objects go from the start to the end and back to the start, like they are following a circle.&lt;br /&gt;
:: '''&amp;quot;startpoint to endpoint&amp;quot;''': Objects go from the start to the end, but disappear at the end and re-appear at the beginning. They ''jump'' from the end to the start again, like pacman does when he leaves the level at one side and enters it again at the other side.&lt;br /&gt;
*'''object1, object2, object3...''': Click 'Browse' next to it, select an object from the big list and click the OK-button at the bottom of the list. First object ('''object1''') should be the point where the track starts and the last one you fill in, the endpoint.&lt;br /&gt;
*'''pause1, pause2, pause3...''': The time to wait before moving to the next point in the track&lt;br /&gt;
*'''time1, time2, time3...''': How long the object is moving until it reaches the next point in the track&lt;br /&gt;
*'''rotX1, rotY1, rotZ1, rotX2, rotY2, rotZ2...''': The extra rotation, if you want the object to spin, for example. If you don't fill this in, the object will automatically rotate to fit the rotation of the next object in the track. However, if you want it to sping 3 times, you fill in 720 for rotZ.&lt;/div&gt;</summary>
		<author><name>Puma</name></author>
	</entry>
</feed>