Dynamic object: Difference between revisions

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TODO
{{Note|This page is under construction.}}
 
There should be description.
There should be description.
== Behaviour ==
* If object has originally 99999.0 Mass or TurnMass you can't move them like other dynamic objects (ex. beachball). Changing this property using [[setObjectMass]] doesn't change this effect.
* Some dynamic objects (propably only weapon models, ex. ID 355) doesn't have collision until GTA create [[Element/Projectile|projectile]].


== List ==
== List ==
Line 41: Line 46:
|Causes Explosion or not
|Causes Explosion or not
|-
|-
|FX_Type
|FX_TYPE
|0 - no FxSystem, 1 - play when hit, 2 - play when destroyed, 3 - play when hit or destroyed
|0 - no FxSystem, 1 - play when hit, 2 - play when destroyed, 3 - play when hit or destroyed
|-
|-
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|-
|-
|FX_NAME
|FX_NAME
|needs to be "none" if FX_TYPE is 0, otherwise must be the name of a valid FxSystem
|needs to be "none" if FX_TYPE is 0, otherwise must be the name of a valid [[Element/Effect#Effects list|effect]]
|-
|-
|B-SM
|B-SM
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|}
|}


Special collision response cases
{|class="wikitable" style="text-align: center; font-size: 12px;"
{|class="wikitable" style="text-align: center; font-size: 12px;"
|-
|-
!colspan="12"|
!ID
!colspan="14"|Breakable properties
!Description
|-
|0
|none (default)
|-
|1
|lamppost
|-
|2
|smallbox
|-
|3
|bigbox
|-
|4
|fencepart (used for gates & garage doors)
|-
|5
|grenade
|-
|6
|door (used for moving interiors doors)
|-
|7
|lock door (static door used for EnEx?)
|-
|8
|hanging (object is attached to some point, like punching bag)
|-
|9
|pool ball
|}
 
{|class="wikitable sortable" style="text-align: center; font-size: 12px;"
<!--|-
!colspan="12" class="unsortable"|
!colspan="14" class="unsortable"|Breakable properties-->
|-
|-
!width="10"|ID
!width="10"|ID
!width="150"|Name
!width="150" class="unsortable"|Name
!width="40"|[[setObjectMass|Mass]]
!width="40"|[[setObjectMass|Mass]]
!width="40"|TurnMass
!width="40"|TurnMass
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!width="40"|Expl
!width="40"|Expl
!width="40"|FX_TYPE
!width="40"|FX_TYPE
!width="100" colspan="3"|FX_OFFSET <!-- X, Y, Z! -->
!width="100" colspan="3" class="unsortable"|FX_OFFSET <!-- X, Y, Z! -->
!width="40"|FX_NAME
!width="40" class="unsortable"|FX_NAME
!width="40"|B-SM
!width="40"|B-SM
!width="40"|B-VX
!width="40"|B-VX
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|2
|2
|0
|0
|}
== Related functions ==
{{Client_object_functions}}
{{Client_object_events}}

Latest revision as of 10:30, 30 December 2014

[[{{{image}}}|link=|]] Note: This page is under construction.

There should be description.

Behaviour

  • If object has originally 99999.0 Mass or TurnMass you can't move them like other dynamic objects (ex. beachball). Changing this property using setObjectMass doesn't change this effect.
  • Some dynamic objects (propably only weapon models, ex. ID 355) doesn't have collision until GTA create projectile.

List

Property Description
Mass weight of the object (kilograms 1 to 50000)
TurnMass kg m^3 or some such dimension
Air Resistance scale 0 (total resistance) to 1 (zero resistance)
Elasticity scale 0 (no bounce) to 1 (full bounce) or more)
Percent Submerged percentage 10 to 120
Uproot Limit force magnitude required to uproot
CDMult Collision Damage Multiplier (0.1 - 5.0 ish)
CDEff Collision Damage Effect
SpCDR Special Collision Response Cases
CamAv Camera to avoid this object (0) for no (1) for yes
Expl Causes Explosion or not
FX_TYPE 0 - no FxSystem, 1 - play when hit, 2 - play when destroyed, 3 - play when hit or destroyed
FX_OFFSET offset from the pivot of the object (set x value to -999.0 to play at the point of collision)
FX_NAME needs to be "none" if FX_TYPE is 0, otherwise must be the name of a valid effect
B-SM Smash Multiplier
B-VX Break Velocity X - velocity of breakable parts
B-VY Break Velocity Y
B-VZ Break Velocity Z
B-VR Break Velocity Rand - velocity randomness factor
B-GUN Gun Break Mode (0 - not breakable by gun, 1 - breakable, 2 - smashable)
G_SPK Produce Sparks on Impact (0 - no sparks, 1 - sparks produced)

Special collision response cases

ID Description
0 none (default)
1 lamppost
2 smallbox
3 bigbox
4 fencepart (used for gates & garage doors)
5 grenade
6 door (used for moving interiors doors)
7 lock door (static door used for EnEx?)
8 hanging (object is attached to some point, like punching bag)
9 pool ball
ID Name Mass TurnMass AirResistance Elasticity PercSubmerged Uproot CDMult CDEff SpCDR CamAv Expl FX_TYPE FX_OFFSET FX_NAME B-SM B-VX B-VY B-VZ B-VR B-GUN B_SPK
cardboardbox2 20.0 20.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
cardboardbox4 20.0 20.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
cardboardbox 10.0 10.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
cm_box 10.0 10.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
temp_cardbox 10.0 10.0 0.99 0.03 50.0 0.0 2.5 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
pizzabox 10.0 10.0 1.00 0.03 50.0 0.0 2.0 20 2 1 0 2 0.0 0.0 0.0 explosion_crate
tar_gun1 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
tar_gun2 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
kb_beer 30.0 30.0 0.99 0.03 50.0 0.0 1.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
kb_beer01 30.0 30.0 0.99 0.03 50.0 0.0 1.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
record1 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
record2 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
record3 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
e_test 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
w_test 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
cutscene_beer 99999.0 99999.0 0.99 0.1 50.0 0.0 5.0 20 0 1 0 2 0.0 0.0 0.0 explosion_door
dyn_wine_break 50.0 150.0 0.99 0.0 50.0 350.0 5.0 200 0 1 0 0 0.0 0.0 0.0 none 1.0 0.0 0.0 0.1 0.07 2 0
dyn_wine_BOUNCE 50.0 150.0 0.99 0.0 50.0 350.0 5.0 200 0 1 0 0 0.0 0.0 0.0 none 1.0 0.0 0.0 0.1 0.07 2 0
CJ_B_OPTIC1 50.0 150.0 0.99 0.0 50.0 350.0 5.0 200 0 1 0 0 0.0 0.0 0.0 none 1.0 0.0 0.0 0.1 0.07 2 0

Related functions