EngineRestoreModel: Difference between revisions
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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 engineRestoreModel ( | 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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==Example== | ==Example== | ||
<!-- Explain what the example is in a single sentance --> | <!-- Explain what the example is in a single sentance --> | ||
<!-- Add the code below, an emphasis should be on making it clear, not optimized. You could provide two versions if you wish, one clear and well commented, the other optimized --> | <!-- Add the code below, an emphasis should be on making it clear, not optimized. You could provide two versions if you wish, one clear and well commented, the other optimized --> | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function ResetModel ( ) | function ResetModel ( ) | ||
engineRestoreModel ( 587 ) -- Object / Vehicle to restore to default GTA one. | engineRestoreModel ( 587 ) -- Object / Vehicle to restore to default GTA one. | ||
end | end | ||
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 ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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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 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