EngineRestoreCOL: Difference between revisions

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{{Note box|Please note the loading order that is used in the examples as other orders can cause textures, collisions or the DFF not to load due to technical limitations}}
{{Client function}}<!-- Change this to "Client function" or "Server function" appropriately-->
{{Client function}}<!-- Change this to "Client function" or "Server function" appropriately-->
<!-- Describe in plain english what this function does. Don't go into details, just give an overview -->
<!-- Describe in plain english what this function does. Don't go into details, just give an overview -->

Revision as of 12:07, 12 April 2013

This template is no longer in use as it results in poor readability.

This function restores the original collision model of the given model ID. Reverses the effect of engineReplaceCOL.

Syntax

bool engineRestoreCOL ( int modelID )

Required Arguments

  • modelID: The ID of the model to restore the model of

Returns

Returns true if this function succeeds, false or nil if it fails for some reason.

Example

Click to collapse [-]
Client

Client-Side example for restoring object collision with default one.

function RestoreCollision ( )
    engineRestoreCOL ( 3356 )
end

addEvent ( "collisionRestore", true )
addEventHandler ( "collisionRestore", getRootElement(), RestoreCollision )


Click to collapse [-]
Server

Server-side example function for triggering the restore.

function RestoreCols ( )
    triggerClientEvent ( "collisionRestore", getRootElement(), collisionRestore )
end
addCommandHandler("restorecol", RestoreCols)

See Also