EngineReplaceCOL: Difference between revisions

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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.
'''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==  

Revision as of 14:17, 12 September 2009

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 )

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 [-]
Client

Client-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", getRootElement(), ReplaceCollision )


Click to collapse [-]
Server

Server-side example function for triggering the replace.

function ReplaceCols ( )
triggerClientEvent ( "collisionReplace", getRootElement(), collisionReplace )
end
addCommandHandler("replacecol", ReplaceCols)

See Also