EngineRestoreModel: Difference between revisions
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bool engineRestoreModel ( int modelID ) | bool engineRestoreModel ( int modelID ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||Engine.restoreModel}} | |||
===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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addEvent ( "restoreClientModel", true ) | addEvent ( "restoreClientModel", true ) | ||
addEventHandler ( "restoreClientModel", | addEventHandler ( "restoreClientModel", root, ResetModel ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function RestoreModel ( ) | function RestoreModel ( ) | ||
triggerClientEvent ( "restoreClientModel", | triggerClientEvent ( "restoreClientModel", root, restoreClientModel ) | ||
end | end | ||
addCommandHandler( "restore", RestoreModel ) | addCommandHandler( "restore", RestoreModel ) |
Latest revision as of 09:45, 14 October 2015
This function restores the visual DFF model of the given model ID. This restores the result of engineReplaceModel.
Syntax
bool engineRestoreModel ( int modelID )
OOP Syntax Help! I don't understand this!
- Method: Engine.restoreModel(...)
Required Arguments
- modelID: The model ID to restore the visuals of
Returns
Returns true if the model was successfully restored, false or nil if it failed for some reason.
Example
Click to collapse [-]
ClientClient-Side example for restoring model / vehicle.
function ResetModel ( ) engineRestoreModel ( 587 ) -- Object / Vehicle to restore to default GTA one. end addEvent ( "restoreClientModel", true ) addEventHandler ( "restoreClientModel", root, ResetModel )
Click to collapse [-]
ServerServer-Side example for triggering model / vehicle restore function with "restore" command.
function RestoreModel ( ) triggerClientEvent ( "restoreClientModel", root, restoreClientModel ) end addCommandHandler( "restore", RestoreModel )
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