EngineUnloadModel: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
mNo edit summary
Line 4: Line 4:
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineUnloadModel ( model_id )  
bool engineUnloadModel ( int model_id )  
</syntaxhighlight>  
</syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  
*'''model_id:''' The model id used to identify the model that is being reloaded
*'''model_id:''' The model id used to identify the model that is being reloaded.


===Returns===
===Returns===
Returns ''true'' if the function executed succesfully, ''false'' otherwise.
Returns ''true'' if the custom model was unloaded succesfully, ''false'' otherwise.


==Example==  
==Example==  

Revision as of 16:06, 25 August 2007

This function "unloads" a custom model identified by a model id, and reloads the original GTA model.

Syntax

bool engineUnloadModel ( int model_id ) 

Required Arguments

  • model_id: The model id used to identify the model that is being reloaded.

Returns

Returns true if the custom model was unloaded succesfully, false otherwise.

Example

This example loads a combination of custom DFF, TXD and COL files to replace an in-game model of a set of floors and unloads it again.

outputChatBox ( "> loading floor objects" )
txd_floors = engineLoadTXD ( "models/office_floors.txd" )
engineImportTXD ( txd_floors, 3781 )
col_floors = engineLoadCOL ( "models/office_floors.col" )
dff_floors = engineLoadDFF ( "models/office_floors.dff", 0 )
engineImportCOL ( col_floors, 3781 )
engineReplaceObjectModel ( dff_floors, 3781 )

-- do your logic

engineUnloadModel ( 3781 )

See Also