EngineImportCOL: Difference between revisions

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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineImportCOL ( col, number model_id )  
bool engineImportCOL ( col, int model_id )  
</syntaxhighlight>  
</syntaxhighlight>  



Revision as of 09:40, 25 March 2009

This function imports a RenderWare Collision into the model identified by the model id. This function does not replace the collisions of all models of this type in-game.

To ensure proper replacement, please do not use this function for vehicles.

Syntax

bool engineImportCOL ( col, int model_id ) 

Required Arguments

  • col: The COL that was loaded with engineLoadCOL
  • model_id: The model id to import the COL into

Returns

Returns true if the function executed succesfully, false otherwise.

Example

Example 1: This example loads a combination of a custom DFF and TXD file to replace the Euros vehicle in-game. The collisions are embedded inside the DFF file.

outputChatBox ( "> replacing the euros vehicle" )

txd = engineLoadTXD ( "data/euros.txd" )
engineImportTXD ( txd, 587 )
dff = engineLoadDFF ( "data/euros.dff", 587 )
engineReplaceModel ( dff, 587 )


Example 2: This example loads a combination of custom DFF, TXD and COL files to replace an in-game model of a set of floors.

outputChatBox ( "> loading floor objects" )
txd_floors = engineLoadTXD ( "models/office_floors.txd" )
engineImportTXD ( txd_floors, 3781 )
col_floors = engineLoadCOL ( "models/office_floors.col" )
dff_floors = engineLoadDFF ( "models/office_floors.dff", 0 )
engineImportCOL ( col_floors, 3781 )
engineReplaceModel ( dff_floors, 3781 )

See Also