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
|
Example
function lamppostCollision()
engineSetObjectGroupPhysicalProperty(111, "cause_explosion", true)
end
addEventHandler("onClientResourceStart", resourceRoot, lamppostCollision)
--Every time you hit a lamppost, an explosion will be created
See Also