EngineReplaceCOL: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
{{Note|Please note the loading order that is used in the examples as other orders can cause collisions, textures or the DFF not to load due to technical limitations}} | |||
This function replaces the collision file of the given model id to the collision file passed. Use [[engineLoadCOL]] to load the collision file first. | This function replaces the collision file of the given model id to the collision file passed. Use [[engineLoadCOL]] to load the collision file first. | ||
{{Note|Collision libraries (.col files containing multiple collision models) are not supported. See [[COL]] for details. Object models are supported only (no vehicles or players).}} | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool engineReplaceCOL ( col theCol, int modelID ) | bool engineReplaceCOL ( col theCol, int modelID ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[COL|col]]:replace}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''theCol:''' The collision file to replace with | *'''theCol:''' The collision file to replace with | ||
*'''modelID:''' The model ID whose collision file you want to replace | *'''modelID:''' The model ID whose collision file you want to replace | ||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the collision was successfully replaced, ''false'' or ''nil'' if the collision could not be replaced for a reason. | Returns ''true'' if the collision was successfully replaced, ''false'' or ''nil'' if the collision could not be replaced for a reason. | ||
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addEvent ( "collisionReplace", true ) | addEvent ( "collisionReplace", true ) | ||
addEventHandler ( "collisionReplace", | addEventHandler ( "collisionReplace", root, ReplaceCollision ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function ReplaceCols ( ) | function ReplaceCols ( ) | ||
triggerClientEvent ( "collisionReplace", | triggerClientEvent ( "collisionReplace", root, collisionReplace ) | ||
end | end | ||
addCommandHandler("replacecol", ReplaceCols) | addCommandHandler("replacecol", ReplaceCols) | ||
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<!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc --> | <!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc --> | ||
{{Engine_functions}} | {{Engine_functions}} | ||
Latest revision as of 08:36, 7 September 2019
Note: Please note the loading order that is used in the examples as other orders can cause collisions, textures or the DFF not to load due to technical limitations |
This function replaces the collision file of the given model id to the collision file passed. Use engineLoadCOL to load the collision file first.
Note: Collision libraries (.col files containing multiple collision models) are not supported. See COL for details. Object models are supported only (no vehicles or players). |
Syntax
bool engineReplaceCOL ( col theCol, int modelID )
OOP Syntax Help! I don't understand this!
- Method: col:replace(...)
Required Arguments
- theCol: The collision file to replace with
- modelID: The model ID whose collision file you want to replace
Returns
Returns true if the collision was successfully replaced, false or nil if the collision could not be replaced for a reason.
Example
Click to collapse [-]
ClientClient-Side example for replacing object collision with custom one.
function ReplaceCollision ( ) outputChatBox ( "> Replacing Collision Data." ) col = engineLoadCOL( "myColFile.col" ) engineReplaceCOL( col, 3356 ) end addEvent ( "collisionReplace", true ) addEventHandler ( "collisionReplace", root, ReplaceCollision )
Click to collapse [-]
ServerServer-side example function for triggering the replace.
function ReplaceCols ( ) triggerClientEvent ( "collisionReplace", root, collisionReplace ) end addCommandHandler("replacecol", ReplaceCols)
See Also
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFilesCount
- engineImageGetFiles
- engineImageGetFile
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIMG
- engineLoadIFP
- engineLoadTXD
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetUsedMemory