EngineRequestModel: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
m (add warning about engineRequestModel patterns)
(One intermediate revision by one other user not shown)
Line 5: Line 5:
==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineRequestModel ( str elementType )
int engineRequestModel ( str elementType )
</syntaxhighlight>
</syntaxhighlight>
===Required Arguments===
===Required Arguments===
Line 12: Line 12:
===Returns===
===Returns===
Returns an ''integer'' of the model ID that was available to be assigned to the element type, ''false'' if no free model ID available or invalid element type.
Returns an ''integer'' of the model ID that was available to be assigned to the element type, ''false'' if no free model ID available or invalid element type.
Do not rely on the model numbers returned being consistent across multiple clients or multiple runs of resources. There is no guarantee for the order of the numbers or that the same numbers will always correspond to the same element type. Any patterns are coincidental.


==Example==
==Example==

Revision as of 02:52, 19 November 2019

This function is used to assign the next available model ID to a certain element type. Currently only "ped" is supported.

Syntax

int engineRequestModel ( str elementType )

Required Arguments

  • elementType: this must be "ped".

Returns

Returns an integer of the model ID that was available to be assigned to the element type, false if no free model ID available or invalid element type.

Do not rely on the model numbers returned being consistent across multiple clients or multiple runs of resources. There is no guarantee for the order of the numbers or that the same numbers will always correspond to the same element type. Any patterns are coincidental.

Example

This example creates a ped and then gives you the opportunity to change its model. If the resource stops, then the IDs allocated will be deallocated. Use /cap for creating the ped and /sap to skin the ped. You will need some skins added to a folder and to the meta.xml for /sap to work.

local peds = {}
function createAllocatedPed()
    local x, y, z = getElementPosition(localPlayer)
    local id = engineRequestModel("ped")
    peds[id] = createPed(id, x+0.5, y, z+0.5)
    outputChatBox("New ped with ID "..id.." created.")
end
addCommandHandler("cap", createAllocatedPed, false, false)

function skinAllocatedPeds()
    local txd, dff;
    for id,ped in pairs(peds) do
        if fileExists("skins/" .. id .. ".txd") and fileExists("skins/" .. id .. ".dff") then
            txd = engineLoadTXD("skins/" .. id .. ".txd")
            engineImportTXD(txd, id)
            dff = engineLoadDFF("skins/" .. id .. ".dff")
            engineReplaceModel(dff, id)
            outputChatBox("Model ID "..id.." changed correctly.")
        else
            outputChatBox("Model ID "..id.." couldn't change. REASON: skins/" .. id .. ".txd or skins/" .. id .. ".dff does not exist.")
        end
    end
end
addCommandHandler("sap", skinAllocatedPeds, false, false)

function onStop()
    for id,ped in pairs(peds) do
        engineFreeModel(id)
    end
end
addEventHandler("onClientResourceStop", resourceRoot, onStop)

See Also