EngineRequestModel: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
{{New feature/item|3. | {{New feature/item|3.0158|1.5.7|20147|This function is used to assign the next available model ID to a certain element type.}} | ||
{{note|Before release '''1.5.8 r20716''' this must be "ped". After release '''1.5.8 r20716''' this function supports "vehicle" and "object" too.}} | |||
{{note|Vehicle unique features may be unsupported, see [https://github.com/multitheftauto/mtasa-blue/issues/1861 issue 1861] for examples and details}} | |||
{{Important Note|Unlike some other functions, the side-effects of this function aren't reverted on resource stop, so you must manually call [[engineFreeModel]] in [[onClientResourceStop]] (Just like the example below does)}} | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
int engineRequestModel ( string elementType [, int parentID ] ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''elementType''': | *'''elementType''': "ped", "vehicle", "object", "timed-object", "clump" | ||
===Optional Arguments=== | |||
*'''parentID''': The ID of the parent model (by default this is: 1337 - objects, 400 - vehicles, 7 - peds, 3425 - clump models, 4715 - timed objects). | |||
{{Important Note|Here is the parentID limit for each element type:<br> | |||
*'''ped''': 0 - 26315 | |||
*'''vehicle''': 400 - 611 | |||
*'''object''': 615 - 11681 | |||
*'''timed-object''': 615 - 11681 | |||
*'''clump''': 615 - 11681 | |||
If you try to use higher values than the limit, your client may crash.}} | |||
===Returns=== | ===Returns=== | ||
Returns an ''integer'' of the model ID that was available to be assigned to the element type, ''false'' if no free model ID available or invalid element type. | {{New feature/item|3.0158|1.5.7|20147| Returns an ''integer'' of the model ID that was available to be assigned to the element type, ''false'' if no free model ID available or invalid element type.}} | ||
Do not rely on the model numbers returned being consistent across multiple clients or multiple runs of resources. There is no guarantee for the order of the numbers or that the same numbers will always correspond to the same element type. Any patterns are coincidental. | |||
==Example== | ==Example== | ||
This example creates a ped and then gives you the opportunity to change its model. If the resource stops, then the IDs allocated will be deallocated. Use ''/cap'' for creating the ped and ''/sap'' to skin the ped. You will need some skins added to a folder and to the meta.xml for ''/sap'' to work | This example creates a ped and then gives you the opportunity to change its model. If the resource stops, then the IDs allocated will be deallocated. Use ''/cap'' for creating the ped and ''/sap'' to skin the ped. You will need some skins added to a folder and to the meta.xml for ''/sap'' to work: | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
local peds = {} | local peds = {} |
Latest revision as of 17:14, 7 November 2024
This function is used to assign the next available model ID to a certain element type.
Important Note: Unlike some other functions, the side-effects of this function aren't reverted on resource stop, so you must manually call engineFreeModel in onClientResourceStop (Just like the example below does) |
Syntax
int engineRequestModel ( string elementType [, int parentID ] )
Required Arguments
- elementType: "ped", "vehicle", "object", "timed-object", "clump"
Optional Arguments
- parentID: The ID of the parent model (by default this is: 1337 - objects, 400 - vehicles, 7 - peds, 3425 - clump models, 4715 - timed objects).
Important Note: Here is the parentID limit for each element type:
If you try to use higher values than the limit, your client may crash. |
Returns
Returns an integer of the model ID that was available to be assigned to the element type, false if no free model ID available or invalid element type. Do not rely on the model numbers returned being consistent across multiple clients or multiple runs of resources. There is no guarantee for the order of the numbers or that the same numbers will always correspond to the same element type. Any patterns are coincidental.
Example
This example creates a ped and then gives you the opportunity to change its model. If the resource stops, then the IDs allocated will be deallocated. Use /cap for creating the ped and /sap to skin the ped. You will need some skins added to a folder and to the meta.xml for /sap to work:
local peds = {} function createAllocatedPed() local x, y, z = getElementPosition(localPlayer) local id = engineRequestModel("ped") peds[id] = createPed(id, x+0.5, y, z+0.5) outputChatBox("New ped with ID "..id.." created.") end addCommandHandler("cap", createAllocatedPed, false, false) function skinAllocatedPeds() local txd, dff; for id,ped in pairs(peds) do if fileExists("skins/" .. id .. ".txd") and fileExists("skins/" .. id .. ".dff") then txd = engineLoadTXD("skins/" .. id .. ".txd") engineImportTXD(txd, id) dff = engineLoadDFF("skins/" .. id .. ".dff") engineReplaceModel(dff, id) outputChatBox("Model ID "..id.." changed correctly.") else outputChatBox("Model ID "..id.." couldn't change. REASON: skins/" .. id .. ".txd or skins/" .. id .. ".dff does not exist.") end end end addCommandHandler("sap", skinAllocatedPeds, false, false) function onStop() for id,ped in pairs(peds) do engineFreeModel(id) end end addEventHandler("onClientResourceStop", resourceRoot, onStop)
See Also
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFilesCount
- engineImageGetFiles
- engineImageGetFile
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIMG
- engineLoadIFP
- engineLoadTXD
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetUsedMemory