Element/Object: Difference between revisions

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The element type of this class is '''"object"'''.
The element type of this class is '''"object"'''.
==Object Models==
[[Object_IDs|List of Object Model IDs]]


==XML syntax==
==XML syntax==
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===Required Attributes===
===Required Attributes===
* '''model''': The ID of the object being created. Since GTA has thousands of objects, these are hard to document on the wiki. Instead, they can be found using the object browser in the map editor.
* '''model''': The ID of the object being created.
* '''posX''': A float representing the X position of the object.
* '''posX''': A float representing the X position of the object.
* '''posY''': A float representing the Y position of the object.
* '''posY''': A float representing the Y position of the object.

Revision as of 10:51, 14 October 2024

The object class represents dynamic and static 3D models placed in the GTA world. Objects only represent models created by a script, they do not represent models that are part of the GTA's default landscape (these belong to the "building pool").

There is a distinction in GTA: San Andreas between static and dynamic models. It is recommended to use buildings for static models to save resources and improve game performance.

The element type of this class is "object".

Object Models

List of Object Model IDs

XML syntax

<object model="" posX="" posY="" posZ="" rotX="" rotY="" rotZ="" interior="" dimension="" scale="" collisions="" alpha="" frozen="" />

Required Attributes

  • model: The ID of the object being created.
  • posX: A float representing the X position of the object.
  • posY: A float representing the Y position of the object.
  • posZ: A float representing the Z position of the object.

Optional Attributes

  • rotX: A float representing the X rotation of the object in degrees.
  • rotY: A float representing the Y rotation of the object in degrees.
  • rotZ: A float representing the Z rotation of the object in degrees.
  • interior: The interior world the object is in.
  • dimension: The object's dimension number.
  • scale: The object's scale.
  • collisions: Enable/Disable object collisions.
  • alpha: Changes the object alpha.
  • frozen: Sets whether the object should be frozen (also known as static)

Related scripting functions

Client