EngineReplaceCOL: Difference between revisions

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{{Client function}}
{{Client function}}
{{Note box|Please note the loading order that is used in the examples as other orders can cause textures, collisions or the DFF not to load due to technical limitations}}
This function replaces the collision file of the given model id to the collision file passed. Use [[engineLoadCOL]] to load the collision file first.
This function replaces the collision file of the given model id to the collision file passed. Use [[engineLoadCOL]] to load the collision file first.



Revision as of 12:07, 12 April 2013

This template is no longer in use as it results in poor readability.

This function replaces the collision file of the given model id to the collision file passed. Use engineLoadCOL to load the collision file first.

Note: Collision libraries (.col files containing multiple collision models) are not supported. See COL for details. Object models are supported only (no vehicles or players).

Syntax

bool engineReplaceCOL ( col theCol, int modelID )

Required Arguments

  • theCol: The collision file to replace with
  • modelID: The model ID whose collision file you want to replace

Returns

Returns true if the collision was successfully replaced, false or nil if the collision could not be replaced for a reason.

Example

Click to collapse [-]
Client

Client-Side example for replacing object collision with custom one.

function ReplaceCollision ( )
outputChatBox ( "> Replacing Collision Data." )
col = engineLoadCOL( "myColFile.col" )
engineReplaceCOL( col, 3356 )
end

addEvent ( "collisionReplace", true )
addEventHandler ( "collisionReplace", getRootElement(), ReplaceCollision )


Click to collapse [-]
Server

Server-side example function for triggering the replace.

function ReplaceCols ( )
triggerClientEvent ( "collisionReplace", getRootElement(), collisionReplace )
end
addCommandHandler("replacecol", ReplaceCols)

See Also