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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
 |