EngineLoadCOL: Difference between revisions

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__NOTOC__  
{{Client function}}
This function loads a RenderWare Collision (COL3) file into GTA. The collisions can then be used to provide collisions for in-game objects.
__NOTOC__


This is a client-side function. Be sure to transfer your COL file by including it in the meta file.
This function loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects.
 
For vehicles, please omit this function by embedding your [[COL]] file into your [[DFF]] file. This way, you can be sure that the COL file is correctly (and automatically) loaded when calling [[engineLoadDFF]].
 
This is a client side function. Be sure to transfer your COL file by including it in the meta file.
{{Note|
* Follow loading order ('''COL''' -> '''TXD''' -> '''DFF''') which is used in the example - as other orders can cause collisions, textures or the DFF not to load due to technical limitations.
* Collision libraries (.col files containing multiple collision models) are not supported. See [[COL]] for details. Or you can try [[engineGetCOLsFromLibrary]], if you'd like.}}


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineLoadCOL ( string col_file )
col engineLoadCOL ( string col_file / string raw_data )  
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP||[[COL|EngineCOL]]}}
===Required Arguments===  
===Required Arguments===  
*'''col_file:''' The relative path to the col file you want to load
*'''col_file / raw_data:''' The [[filepath]] to the [[COL]] file you want to load or whole data buffer of the COL file.


===Returns===
===Returns===
Returns ''true'' if the function executed succesfully, ''false'' otherwise.
Returns a [[COL]] if the file was loaded, ''false'' otherwise.


==Example==  
==Example==  
<syntaxhighlight lang="lua">
See [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.]
-- example pending, please see models/carrier/bastage_hq resources
 
</syntaxhighlight>
==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.4.1-9.07088|Added option to use raw data instead of a file name}}


==See Also==
==See Also==
{{Engine_functions}}
{{Engine_functions}}

Latest revision as of 12:55, 12 December 2024


This function loads a RenderWare Collision (COL 1/2/3) file into GTA. The collisions can then be used to provide collisions for in-game objects.

For vehicles, please omit this function by embedding your COL file into your DFF file. This way, you can be sure that the COL file is correctly (and automatically) loaded when calling engineLoadDFF.

This is a client side function. Be sure to transfer your COL file by including it in the meta file.

[[{{{image}}}|link=|]] Note:
  • Follow loading order (COL -> TXD -> DFF) which is used in the example - as other orders can cause collisions, textures or the DFF not to load due to technical limitations.
  • Collision libraries (.col files containing multiple collision models) are not supported. See COL for details. Or you can try engineGetCOLsFromLibrary, if you'd like.

Syntax

col engineLoadCOL ( string col_file / string raw_data ) 

OOP Syntax Help! I don't understand this!

Method: EngineCOL(...)


Required Arguments

  • col_file / raw_data: The filepath to the COL file you want to load or whole data buffer of the COL file.

Returns

Returns a COL if the file was loaded, false otherwise.

Example

See unified example available in engineReplaceModel.

Changelog

Version Description
1.4.1-9.07088 Added option to use raw data instead of a file name

See Also