EngineRestoreCOL: Difference between revisions
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(New page: __NOTOC__ {{Client function}}<!-- Change this to "Client function" or "Server function" appropriately--> <!-- Describe in plain english what this function does. Don't go into details, jus...) |
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<!-- 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 --> | <!-- 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 engineRestoreCOL ( | bool engineRestoreCOL ( int modelID ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||Engine.restoreCOL}} | |||
===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 --> | <!-- 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 --> | ||
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==Example== | ==Example== | ||
< | <section name="Client" class="client" show="true"> | ||
Client-Side example for restoring object collision with default one. | |||
< | <syntaxhighlight lang="lua"> | ||
function RestoreCollision ( ) | |||
engineRestoreCOL ( 3356 ) | |||
end | |||
addEvent ( "collisionRestore", true ) | |||
addEventHandler ( "collisionRestore", getRootElement(), RestoreCollision ) | |||
</syntaxhighlight> | |||
</section> | |||
<section name="Server" class="server" show="true"> | |||
Server-side example function for triggering the restore. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function RestoreCols ( ) | |||
triggerClientEvent ( "collisionRestore", getRootElement(), collisionRestore ) | |||
end | |||
addCommandHandler("restorecol", RestoreCols) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
==See Also== | ==See Also== | ||
<!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc --> | <!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc --> | ||
{{Engine_functions}} | {{Engine_functions}} | ||
Latest revision as of 19:25, 2 January 2015
This function restores the original collision model of the given model ID. Reverses the effect of engineReplaceCOL.
Syntax
bool engineRestoreCOL ( int modelID )
OOP Syntax Help! I don't understand this!
- Method: Engine.restoreCOL(...)
Required Arguments
- modelID: The ID of the model to restore the model of
Returns
Returns true if this function succeeds, false or nil if it fails for some reason.
Example
Click to collapse [-]
ClientClient-Side example for restoring object collision with default one.
function RestoreCollision ( ) engineRestoreCOL ( 3356 ) end addEvent ( "collisionRestore", true ) addEventHandler ( "collisionRestore", getRootElement(), RestoreCollision )
Click to collapse [-]
ServerServer-side example function for triggering the restore.
function RestoreCols ( ) triggerClientEvent ( "collisionRestore", getRootElement(), collisionRestore ) end addCommandHandler("restorecol", RestoreCols)
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