https://wiki.multitheftauto.com/wiki/Template:Physical_Properties?feed=atom&action=history
Template:Physical Properties - Revision history
2024-03-28T14:51:06Z
Revision history for this page on the wiki
MediaWiki 1.39.3
https://wiki.multitheftauto.com/index.php?title=Template:Physical_Properties&diff=64801&oldid=prev
Forkerer: Initial version (by SublimeText.Mediawiker)
2019-12-22T12:24:41Z
<p>Initial version (by SublimeText.Mediawiker)</p>
<p><b>New page</b></p><div>===Physical properties===<br />
{|class="wikitable sortable"<br />
|-<br />
! Property || Type || Description<br />
|-<br />
| mass || float || Mass of an object<br />
|-<br />
| air_resistance || float || Air resistance of an object<br />
|-<br />
| elasticity || float || Elasticity of an object<br />
|-<br />
| buoyancy || float || Buoyancy of an object<br />
|-<br />
| uproot_limit || float || How much force is needed to uproot the object<br />
|-<br />
| col_damage_multiplier || float || Force multiplier used when colliding with object<br />
|-<br />
| col_damage_effect || DamageEffect || Dictates which damage effect is applied to object on collision<br />
|-<br />
| special_col_response || CollisionResponse || Dictates how object responds to being collided with<br />
|-<br />
| avoid_camera || bool || Dictates whether camera passes throught the object<br />
|-<br />
| cause_explosion || bool || Dictates whether objects exploded upon collision<br />
|-<br />
| fx_type || FxType || Dictates when particles will be created when colliding with object<br />
|-<br />
| fx_offset || Vector3D || Offset from center of mass where particles will be created upon collision<br />
|-<br />
| fx_system || FxEffect(string) || Effect that will be used upon collision<br />
|-<br />
| smash_multiplier || float || Force multiplier when destroying object<br />
|-<br />
| break_velocity || Vector3D || Velocity and direction in which the object is destroyed<br />
|-<br />
| break_velocity_randomness || float || Randomness of velocity and direction in which the object is destroyed, 0 means that object uses break_velocity without any randomness<br />
|-<br />
| break_mode || BreakMode || Dictates how object can be damaged<br />
|-<br />
| sparks_on_impact || bool || Dictates whether object creates sparks upon impact<br />
|}<br />
<br />
===Damage effect===<br />
{|class="wikitable sortable"<br />
! Effect || Description<br />
|-<br />
| none || Object doesn't change at all once it's damaged<br />
|-<br />
| change_model || Some of the objects change model on collision, those use this<br />
|-<br />
| smash || Object is smashed<br />
|-<br />
| change_smash || First CHANGE_MODEL, afterwards smash on collision<br />
|-<br />
| breakable || Object is breakable normally<br />
|-<br />
| breakable_remove || object.dat says: '(ie. never regenerated after destroyed)'<br />
|}<br />
<br />
===Collision Response===<br />
{|class="wikitable sortable"<br />
! Response || Description<br />
|-<br />
| none || Object doesn't respond in any special way<br />
|-<br />
| lamppost || Objects acts like an lamp post<br />
|-<br />
| small_box || -<br />
|-<br />
| big_box || -<br />
|-<br />
| fence_part || -<br />
|-<br />
| grenade || -<br />
|-<br />
| swingdoor || -<br />
|-<br />
| lockdoor || -<br />
|-<br />
| hanging || -<br />
|-<br />
| poolball || -<br />
|}<br />
<br />
===Fx Type===<br />
{|class="wikitable sortable"<br />
! Type || Description<br />
|-<br />
| none || No particles effect played on collision<br />
|-<br />
| play_on_hit || Particles effect is played on collision, even if object isn't destroyed<br />
|-<br />
| play_on_destroyed || Particles effect is played only once object is destroyed<br />
|-<br />
| play_on_hitdestroyed || Particles effect is played both when hit and destroyed<br />
|}<br />
<br />
===Break Mode===<br />
{|class="wikitable sortable"<br />
! Mode || Description<br />
|-<br />
| not_by_gun || not breakable by gun<br />
|-<br />
| by_gun || -<br />
|-<br />
| smashable || -<br />
|}<br />
<br />
===Fx Effect===<br />
{|class="wikitable sortable"<br />
! effect || Description<br />
|-<br />
| wallbust || -<br />
|-<br />
| shootlight || -<br />
|-<br />
| puke || Puke effect<br />
|-<br />
| explosion_door || -<br />
|-<br />
| explosion_crate || Crate break<br />
|-<br />
| explosion_barrel || Barrel explosion<br />
|-<br />
| blood_heli || Heli cutting peds<br />
|-<br />
| tree_hit_palm || -<br />
|-<br />
| tree_hit_fir || -<br />
|-<br />
| water_swim || Water ripples<br />
|-<br />
| water_splsh_sml || -<br />
|-<br />
| water_splash_big || -<br />
|-<br />
| water_splash || -<br />
|-<br />
| water_hydrant || -<br />
|-<br />
| tank_fire || -<br />
|-<br />
| riot_smoke || -<br />
|-<br />
| gunsmoke || Gun smoke when firing<br />
|-<br />
| gunflash || Gun flash when firing<br />
|-<br />
| explosion_tiny || -<br />
|-<br />
| explosion_small || -<br />
|-<br />
| explosion_molotov || Molotov explosion<br />
|-<br />
| explosion_medium || -<br />
|-<br />
| explosion_large || -<br />
|-<br />
| explosion_fuel_car || -<br />
|-<br />
| exhale || -<br />
|-<br />
| camflash || Camera photo flash<br />
|-<br />
| prt_wake || Wake on water behind boats<br />
|}</div>
Forkerer