EngineGetObjectGroupPhysicalProperty
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This function gets physical property of given properties group.
Syntax
var engineGetObjectGroupPhysicalProperty ( int groupID, objectgroup-modifiable property )
Required Arguments
- groupID: the id of physical properties group which you wish to get a property from.
- objectgroup-modifiable: the property which you wish to get, as per table below.
Returns
Returns the value contained in given property if everything went well, error is raised otherwise.
Properties
Physical properties
Property | Type | Description |
---|---|---|
mass | float | Mass of an object |
turn_mass | float | Turn mass (kg m^3) of an object |
air_resistance | float | Air resistance of an object |
elasticity | float | Elasticity of an object |
buoyancy | float | Buoyancy of an object |
uproot_limit | float | How much force is needed to uproot the object |
col_damage_multiplier | float | Force multiplier used when colliding with object |
col_damage_effect | DamageEffect | Dictates which damage effect is applied to object on collision |
special_col_response | CollisionResponse | Dictates how object responds to being collided with |
avoid_camera | bool | Dictates whether camera passes throught the object |
cause_explosion | bool | Dictates whether objects exploded upon collision |
fx_type | FxType | Dictates when particles will be created when colliding with object |
fx_offset | Vector3D | Offset from center of mass where particles will be created upon collision |
fx_system | FxEffect(string) | Effect that will be used upon collision |
smash_multiplier | float | Force multiplier when destroying object |
break_velocity | Vector3D | Velocity and direction in which the object is destroyed |
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 |
break_mode | BreakMode | Dictates how object can be damaged |
sparks_on_impact | bool | Dictates whether object creates sparks upon impact |
Damage effect
Effect | Description |
---|---|
none | Object doesn't change at all once it's damaged |
change_model | Some of the objects change model on collision, those use this |
smash | Object is smashed |
change_smash | First CHANGE_MODEL, afterwards smash on collision |
breakable | Object is breakable normally |
breakable_remove | object.dat says: '(ie. never regenerated after destroyed)' |
Collision Response
Response | Description |
---|---|
none | Object doesn't respond in any special way |
lamppost | Objects acts like an lamp post |
small_box | - |
big_box | - |
fence_part | - |
grenade | - |
swingdoor | - |
lockdoor | - |
hanging | - |
poolball | - |
Fx Type
Type | Description |
---|---|
none | No particles effect played on collision |
play_on_hit | Particles effect is played on collision, even if object isn't destroyed |
play_on_destroyed | Particles effect is played only once object is destroyed |
play_on_hitdestroyed | Particles effect is played both when hit and destroyed |
Break Mode
Mode | Description |
---|---|
not_by_gun | not breakable by gun |
by_gun | - |
smashable | - |
Fx Effect
effect | Description |
---|---|
wallbust | - |
shootlight | - |
puke | Puke effect |
explosion_door | - |
explosion_crate | Crate break |
explosion_barrel | Barrel explosion |
blood_heli | Heli cutting peds |
tree_hit_palm | - |
tree_hit_fir | - |
water_swim | Water ripples |
water_splsh_sml | - |
water_splash_big | - |
water_splash | - |
water_hydrant | - |
tank_fire | - |
riot_smoke | - |
gunsmoke | Gun smoke when firing |
gunflash | Gun flash when firing |
explosion_tiny | - |
explosion_small | - |
explosion_molotov | Molotov explosion |
explosion_medium | - |
explosion_large | - |
explosion_fuel_car | - |
exhale | - |
camflash | Camera photo flash |
prt_wake | Wake on water behind boats |
Example
Click to collapse [-]
Clientfunction getProperty(_, group, property) var prop = {engineGetObjectGroupPhysicalProperty(tonumber(group), property)} outputConsole(inspect(prop)) end addCommandHandler ( "getProperty", getProperty ) --getProperty(120, "special_col_response")
See Also
- createObject
- getObjectScale
- moveObject
- setObjectScale
- stopObject
- getObjectMass
- getObjectProperty
- setObjectMass
- setObjectProperty