EngineSetObjectGroupPhysicalProperty: Difference between revisions
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==See Also== | ==See Also== | ||
{{ | {{Engine_functions}} |
Revision as of 21:54, 17 May 2024
This function sets physical property of given properties group.
Syntax
bool engineSetObjectGroupPhysicalProperty ( int groupID, objectgroup-modifiable property, var newValue )
Required Arguments
- groupID: the id of physical properties group which you wish to set a property of.
- objectgroup-modifiable: the property which you wish to set, as per table below.
- newValue: new value of the property, with proper type as specified in table below
Returns
Returns true if everything went well, error is raised otherwise.
Properties
Physical properties
Property | Type | Description |
---|---|---|
mass | float | Mass of an object |
turn_mass | float | Turn mass (kg m^3) of an object |
air_resistance | float | Air resistance of an object |
elasticity | float | Elasticity of an object |
buoyancy | float | Buoyancy of an object |
uproot_limit | float | How much force is needed to uproot the object |
col_damage_multiplier | float | Force multiplier used when colliding with object |
col_damage_effect | DamageEffect | Dictates which damage effect is applied to object on collision |
special_col_response | CollisionResponse | Dictates how object responds to being collided with |
avoid_camera | bool | Dictates whether camera passes throught the object |
cause_explosion | bool | Dictates whether objects exploded upon collision |
fx_type | FxType | Dictates when particles will be created when colliding with object |
fx_offset | Vector3D | Offset from center of mass where particles will be created upon collision |
fx_system | FxEffect(string) | Effect that will be used upon collision |
smash_multiplier | float | Force multiplier when destroying object |
break_velocity | Vector3D | Velocity and direction in which the object is destroyed |
break_velocity_randomness | float | Randomness of velocity and direction in which the object is destroyed, 0 means that object uses break_velocity without any randomness |
break_mode | BreakMode | Dictates how object can be damaged |
sparks_on_impact | bool | Dictates whether object creates sparks upon impact |
Damage effect
Effect | Description |
---|---|
none | Object doesn't change at all once it's damaged |
change_model | Some of the objects change model on collision, those use this |
smash | Object is smashed |
change_smash | First CHANGE_MODEL, afterwards smash on collision |
breakable | Object is breakable normally |
breakable_remove | object.dat says: '(ie. never regenerated after destroyed)' |
Collision Response
Response | Description |
---|---|
none | Object doesn't respond in any special way |
lamppost | Objects acts like an lamp post |
small_box | - |
big_box | - |
fence_part | - |
grenade | - |
swingdoor | - |
lockdoor | - |
hanging | - |
poolball | - |
Fx Type
Type | Description |
---|---|
none | No particles effect played on collision |
play_on_hit | Particles effect is played on collision, even if object isn't destroyed |
play_on_destroyed | Particles effect is played only once object is destroyed |
play_on_hitdestroyed | Particles effect is played both when hit and destroyed |
Break Mode
Mode | Description |
---|---|
not_by_gun | not breakable by gun |
by_gun | - |
smashable | - |
Fx Effect
effect | Description |
---|---|
wallbust | - |
shootlight | - |
puke | Puke effect |
explosion_door | - |
explosion_crate | Crate break |
explosion_barrel | Barrel explosion |
blood_heli | Heli cutting peds |
tree_hit_palm | - |
tree_hit_fir | - |
water_swim | Water ripples |
water_splsh_sml | - |
water_splash_big | - |
water_splash | - |
water_hydrant | - |
tank_fire | - |
riot_smoke | - |
gunsmoke | Gun smoke when firing |
gunflash | Gun flash when firing |
explosion_tiny | - |
explosion_small | - |
explosion_molotov | Molotov explosion |
explosion_medium | - |
explosion_large | - |
explosion_fuel_car | - |
exhale | - |
camflash | Camera photo flash |
prt_wake | Wake on water behind boats |
Requirements
This template will be deleted.
Example
Click to collapse [-]
Clientfunction lamppostCollision() engineSetObjectGroupPhysicalProperty(111, "cause_explosion", true) end addEventHandler("onClientResourceStart", resourceRoot, lamppostCollision) --Every time you hit a lamppost, an explosion will be created
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