CreateObject

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[[Category:Scripting Functions]] [[Category:Scripting Functions]]
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[[de:CreateObject]] [[de:CreateObject]]
 +[[fr:CreateObject]]
 +[[pt:CreateObject]]
[[ru:CreateObject]] [[ru:CreateObject]]

Revision as of 00:17, 1 February 2014



Description:

Creates an object.


Parameters:
(modelid, Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ, Float:DrawDistance)
modelidThe model you want to use.
Float:XThe X coordinate to create the object at.
Float:YThe Y coordinate to create the object at.
Float:ZThe Z coordinate to create the object at.
Float:rXThe X rotation of the object.
Float:rYThe Y rotation of the object.
Float:rZThe Z rotation of the object.
Float:DrawDistance(optional) The distance that San Andreas renders objects at. 0.0 will cause objects to render at their default distances. Usable since 0.3b. Limited to 300 prior to 0.3x.


Return Values:

The ID of the object that was created.


public OnGameModeInit()
{
    CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0); //Object will render at its default distance.
    CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0, 250.0); //Object will render at 250.0 units.
    CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0, 50000.0); //Object will render at 300.0 units. (The usable maximum)
    return 1;
}
Image:32px-Ambox_warning_orange.png

Note

Objects that emit light (lampposts, police lights, bollard lights, neons etc.) that have a greater rotation than 16.26 degrees (or -16.26) on either the X or Y axis will stop shining. This effect also applies to light objects attached to other objects, players and vehicles. If a light object is attached to a car and the car is rotated over 16.26 degrees (like in a rollover), the object will also stop emitting light. This is a GTA:SA issue and is not caused by a bug in SA-MP.

In case the light is attached to another object, one fix for this is to set SyncRotation to false in AttachObjectToObject. This will ensure the light stays at 0 rotation. This would only really work for objects that consist ONLY of light, so wouldn't work for the police light for example.


Related Functions

The following functions may be useful, as they are related to this function in one way or another.

  • SetObjectMaterial: Replace the texture of an object with the texture from another model in the game.