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