EngineRestoreCOL: Difference between revisions
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bool engineRestoreCOL ( int modelID ) | 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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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function RestoreCollision ( ) | function RestoreCollision ( ) | ||
engineRestoreCOL ( 3356 ) | engineRestoreCOL ( 3356 ) | ||
end | end | ||
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function RestoreCols ( ) | function RestoreCols ( ) | ||
triggerClientEvent ( "collisionRestore", getRootElement(), collisionRestore ) | triggerClientEvent ( "collisionRestore", getRootElement(), collisionRestore ) | ||
end | end | ||
addCommandHandler("restorecol", RestoreCols) | addCommandHandler("restorecol", RestoreCols) | ||
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<!-- 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