Template:Physical Properties
		
		
		
		
		
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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 |