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name: 'blip' | ||
description: | | ||
The blip class represents small icons or blips that can be shown on a player's radar. | ||
The element type of this class is **"blip"**. | ||
The list of blip icons are available on the [Radar Blips](/radar_blips) page. | ||
TODO | ||
see_also: | ||
- 'category:Blip functions' | ||
- 'category:Blip events' |
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name: 'building' | ||
description: | | ||
The building class represents static 3D models in the GTA world. | ||
The element type of this class is **"building"**. | ||
TODO | ||
notes: | ||
- | | ||
There is a distinction in GTA: San Andreas between static and dynamic models (these use a separate streaming system). Examples of buildings include building models, roads, and terrain. Objects created as [Buildings](/building) can contain **glass** and **shadows**, unlike those created as [Objects](/building) (which are missing these features). | ||
- | | ||
Buildings can be created with dynamic object model IDs, but they won't have any physical interaction. For example, [object ID 1502 (Gen_doorINT04)](https://dev.prineside.com/en/gtasa_samp_model_id/model/1502-Gen_doorINT04/) is a door that can only be opened if created with [createObject](/createObject). | ||
- | | ||
Using buildings for mapping is more optimized than using objects. Gains in FPS can be noticed in areas where a lot of objects were replaced with buildings of this new system. | ||
- | | ||
Buildings can only be created inside regular GTA:SA Map Boundaries (X between -3000 and 3000; Y between -3000 and 3000). Use [createObject](/createObject) to spawn objects outside these normal limits. **This limitation is probably going to stop existing in the near future.** | ||
- | | ||
Created buildings can have **LOD models**. The procedure is as follows: spawn the LOD building using [createBuilding](/createBuilding), then use [setLowLODElement](/setLowLODElement) to associate it with the non-LOD building element you created beforehand. LOD model distance changed with [engineSetModelLODDistance](/engineSetModelLODDistance) works for buildings. | ||
- | | ||
Buildings cannot appear in certain a [dimension](/dimension), and not show in others. Function [setElementDimension](/setElementDimension) returns false on any building. A building is created in a specific [interior world](/interior) (such as 0, the main world), like the default GTA:SA landscape objects. **All buildings appear in EVERY DIMENSION.** | ||
see_also: | ||
- 'category:Building functions' | ||
- 'category:Building events' |
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name: 'camera' | ||
description: | | ||
The camera class represents the local player camera rendering the game to the screen. | ||
The element type of this class is **"camera"**. | ||
TODO | ||
see_also: | ||
- 'category:Camera functions' | ||
- 'category:Camera events' |
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name: 'col' | ||
description: | | ||
The COL class represents a RenderWare Collision File (.col) loaded by the client, which can be imported into a custom model to define its collisions. | ||
A .col file can contain one or more collision models. Normally, San Andreas assigns each collision model in a file to a geometry model through the model name that is embedded in the collision model. | ||
However in MTA, you can assign any .col file to any model ID; the names are ignored. To prevent loading multiple collision models into one model ID, MTA only loads the first collision model of a .col file and ignores the rest. | ||
Therefore, if you have a .col file containing multiple collision models, you will need to split it into multiple files, with one model per file, and then load and import each of those files using the appropriate scripting functions. | ||
To split a .col file into multiple files, you can use [CollEditor2](http://www.steve-m.com/downloads/tools/colleditor2/). | ||
Collision data can also be embedded in DFF files. At the moment, vehicle collision replacement works with DFF embedded collisions only. | ||
The element type of this class is **"col"**. | ||
TODO | ||
see_also: | ||
- 'category:Col functions' | ||
- 'category:Col events' |
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name: 'collision_shape' | ||
description: | | ||
The collision shape class represents invisible collision detection shapes that can be created in the GTA world. Collision shapes are typically used to detect physical entities moving through them and perform actions when they do. | ||
The element type for this class is **"colshape"**. | ||
TODO | ||
see_also: | ||
- 'category:Collision_shape functions' | ||
- 'category:Collision_shape events' |
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name: 'console' | ||
description: | | ||
The Server Console class represents the server console. | ||
The element type of this class is **"console"**. | ||
In the server console you can use many different commands, affecting the players using the server. Please note that only console commands can be used, and that some commands can not be used through the in-game client console, only through the Server Console. | ||
You can view all latest available server console commands by entering **"help"** into the server console window. | ||
TODO | ||
preview_images: | ||
- path: '/assets/server_console_help.jpg' | ||
description: 'Help output inside server console:' | ||
see_also: | ||
- 'category:Console functions' | ||
- 'category:Console events' |
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name: 'dff' | ||
description: | | ||
The DFF class represents a RenderWare Model File (DFF) loaded by the client, which can be used to replace the model associated to a certain model ID. After this has been done, the custom model is applied to all newly created entities from that ID. | ||
Collision data can also be embedded in DFF files. At the moment, vehicle collision replacement works with DFF embedded collisions only. | ||
The element type of this class is **"dff"**. | ||
TODO | ||
see_also: | ||
- 'category:Dff functions' | ||
- 'category:Dff events' |
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name: 'effect' | ||
description: | | ||
The Effect class represents custom effect elements in the game world such as smoke, sparks, fire etc. | ||
The element type of this class is **"effect"**. | ||
TODO: add all the effects as a table... | ||
see_also: | ||
- 'category:Effect functions' | ||
- 'category:Effect events' |
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name: 'light' | ||
description: | | ||
The light class represents colored, 3D lights in the GTA world. There are a couple different types of lights, which are point lights, spot lights and dark lights. | ||
The element type of this class is **"light"**. | ||
TODO | ||
see_also: | ||
- 'category:Light functions' | ||
- 'category:Light events' |
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name: 'marker' | ||
description: | | ||
The marker class represents colored, 3D shapes in the GTA world. There are several types of markers, including cylinders and checkpoints. In scripts, markers are often used to mark spots and trigger some sort of action when a player goes into them. | ||
The element type of this class is **"marker"**. | ||
TODO | ||
see_also: | ||
- 'category:Marker functions' | ||
- 'category:Marker events' |
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name: 'object' | ||
description: | | ||
The object class represents dynamic and static 3D models placed in the GTA world. | ||
The element type of this class is **"object"**. | ||
TODO | ||
notes: | ||
- | | ||
Objects only represent models **created by a script**, they do not represent objects that are part of GTA's default landscape (these belong to the "building pool"). | ||
- | | ||
There is a distinction in GTA: San Andreas between static and dynamic models. The alternative [createBuilding](/createBuilding) function allows you to create objects that are non-dynamic, utilizing the GTA Building pool, which makes better use of memory. | ||
- | | ||
The [createObject](/createObject) function can also create non-dynamic objects, but for optimization reasons **it is recommended to spawn [Buildings](/building) when creating static objects that don't rely on the [Dimension](/dimension) system** (buildings don't use the same MTA object-streaming system). | ||
see_also: | ||
- 'category:Object functions' | ||
- 'category:Object events' |
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name: 'ped' | ||
description: | | ||
The word "ped" is short for "pedestrian" and describes any person in GTA, be it a player or an NPC character. (And even though "pedestrian" doesn't technically apply to people that drive, they still fall under this name) | ||
The [createPed](/createPed) function specifically creates an NPC, but all other ped functions work on both players and NPC's as they're pretty much the same thing to San Andreas. | ||
The element type of a NPC is **"ped"**. | ||
TODO | ||
see_also: | ||
- 'category:Ped functions' | ||
- 'category:Ped events' |
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name: 'pickup' | ||
description: | | ||
The pickup class represents weapon, health, or armor pickups in the GTA world. Pickups can be picked up by players when they are walked over. Players will not be given health or armor pickups if their health or armor is already full. | ||
The element type of this class is **"pickup"**. | ||
TODO | ||
see_also: | ||
- 'category:Pickup functions' | ||
- 'category:Pickup events' |
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name: 'projectile' | ||
description: | | ||
The projectile class represents the projectiles of certain weapons that are created when the weapon is fired. Alternatively these can be created using [createProjectile](/createProjectile). | ||
The element type of this class is **"projectile"**. | ||
TODO | ||
notes: | ||
- | | ||
**16: Grenade** | ||
- | | ||
**17: Tear Gas Grenade** | ||
- | | ||
**18: Molotov** | ||
- | | ||
**19: Rocket (simple)** | ||
- | | ||
**20: Rocket (heat seeking)** | ||
- | | ||
**21: Air Bomb** | ||
- | | ||
**39: Satchel Charge** | ||
- | | ||
**58: Flare from Hydra** | ||
see_also: | ||
- 'category:Projectile functions' | ||
- 'category:Projectile events' |
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name: 'radar_area' | ||
description: | | ||
The radar area class represents coloured areas that can be displayed on a player's radar. | ||
The element type of this class is **"radararea"**. | ||
TODO | ||
see_also: | ||
- 'category:Radar_area functions' | ||
- 'category:Radar_area events' |
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name: 'searchlight' | ||
description: | | ||
The searchlight class represents special spotlights in the GTA world. They are different to common spotlights because their visual effects. | ||
The element type of this class is **"searchlight"**. | ||
TODO | ||
see_also: | ||
- 'category:Searchlight functions' | ||
- 'category:Searchlight events' |
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name: 'sound' | ||
description: | | ||
The sound element represents a custom sound sent to the client via the use of the file parameter inside the meta file and created either by [playSound](/playSound) or [playSound3D](/playSound3D). | ||
A sound element can be manipulated in the GTA 3D world via [setElementPosition](/setElementPosition) and [setElementDimension](/setElementDimension). | ||
Sound elements can also be manipulated using the other [Client audio functions](/client_audio_functions). | ||
The element type of this class is **"sound"**. | ||
TODO | ||
see_also: | ||
- 'category:Sound functions' | ||
- 'category:Sound events' |
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name: 'team' | ||
description: | | ||
The team class represents player teams. Players on the same team can use team features such as teamchat or friendly fire. | ||
A common misconception is that players would be child elements of team elements. This is wrong. Being part of a team is merely a relational connection rather than a change in element hierarchy. To perform logic on all the players of a team you have to use the [getPlayersInTeam](/getPlayersInTeam) function. | ||
The element type of this class is **"team"**. | ||
TODO | ||
see_also: | ||
- 'category:Team functions' | ||
- 'category:Team events' |
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name: 'txd' | ||
description: | | ||
The TXD class represents a RenderWare Texture Dictionary (TXD) loaded by the client, which can be imported into a custom model to texture it. | ||
The element type of this class is **"txd"**. | ||
TODO | ||
see_also: | ||
- 'category:Txd functions' | ||
- 'category:Txd events' |
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name: 'vehicle' | ||
description: | | ||
The vehicle class represents vehicles in the GTA world. Vehicles can be occupied and controlled by players and peds. | ||
The element type of this class is **"vehicle"**. | ||
TODO | ||
see_also: | ||
- 'category:Vehicle functions' | ||
- 'category:Vehicle events' |
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name: 'water' | ||
description: | | ||
In San Andreas, the water in the game world (rivers, lakes, seas) is defined through a large number of water polygons, which can be quadrilateral or triangular. | ||
A water element represents one such polygon. You can create water elements using [createWater](/createWater). | ||
The element type of this class is **"water"**. | ||
TODO | ||
see_also: | ||
- 'category:Water functions' | ||
- 'category:Water events' |
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name: 'weapon' | ||
description: | | ||
The Weapon class represents a custom static weapon. Weapon elements created by [createWeapon](/createWeapon) can be manipulated with the following scripting functions. | ||
The element type of this class is **"weapon"**. | ||
TODO | ||
see_also: | ||
- 'category:Weapon functions' | ||
- 'category:Weapon events' |