EngineReplaceCOL: Difference between revisions

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__NOTOC__  
__NOTOC__  
{{Client function}}<!-- Change this to "Client function" or "Server function" appropriately-->
{{Client function}}
<!-- Describe in plain english what this function does. Don't go into details, just give an overview -->
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.
'''Note:''' collision libraries (.col files containing multiple collision models) are not supported at the moment.


==Syntax==  
==Syntax==  
<!-- NOTE: don't use 'special' names for variable names, e.g. you shouldn't be writing things like 'player player, vehicle vehicle', instead write something like 'player thePlayer, vehicle vehicleToGetInto'. This is less confusing and prevents the syntax highlighting being odd -->
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineReplaceCOL ( col theCol, int modelID )
bool engineReplaceCOL ( col theCol, int modelID )
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===Required Arguments===  
===Required Arguments===  
<!-- List each argument one per line. This should be the argument's name as in the argument list above, NOT the argument's data type -->
*'''theCol:''' The collision file to replace with
*'''theCol:''' The collision file to replace with
*'''modelID:''' The model ID whose collision file you want to replace
*'''modelID:''' The model ID whose collision file you want to replace


===Returns===
===Returns===
<!-- Make this descriptive. Explain what cases will return false. If you're unsure, add a tag to it so we can check -->
Returns ''true'' if the collision was successfully replaced, ''false'' or ''nil'' if the collision could not be replaced for a reason.
Returns ''true'' if the collision was successfully replaced, ''false'' or ''nil'' if the collision could not be replaced for a reason.



Revision as of 14:58, 9 May 2009

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 at the moment.

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