Element/Object: Difference between revisions

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The object class represents static, 3-D models in the GTA world. Objects can only represent models created by the server, they cannot represent models that are part of the GTA's default landscape. Examples of objects include building models, roads, and terrain.
The object class represents static, 3-D models 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 (those are actually buildings that can be removed, see [[building]] for more information). Examples of objects include building models, roads, and terrain.


The element type of this class is '''"object"'''.
The element type of this class is '''"object"'''.

Revision as of 16:28, 29 April 2024

The object class represents static, 3-D models 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 (those are actually buildings that can be removed, see building for more information). Examples of objects include building models, roads, and terrain.

The element type of this class is "object".

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. 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.
  • 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