custom object flags what?

Started by Kewun, Aug 16, 2016, 06:03 PM

Previous topic - Next topic

Kewun

what are custom object flags?

i created a football object, but i need a flag for making it moveable ( like box, or beach ball )

how?

rww

Search in data/objects.dat beachball obj and convert to xml format ;)

Here you have a small help - http://forum.vc-mp.org/?topic=2780.0
Join to Irrelevant Club Discord: https://discord.gg/MsPPZ5uV4X

Kewun


Kewun


rww

Look on header of Objects.dat

[spoiler]
; (A) Object Name      [256 chars max]
; (B) Mass            [kilograms 1 to 50000]
; (C) TurnMass         [kg m^3 or some such dimension]
; (D) Air Resistance   [scale 0 (total resistance) to 1 (zero resistance)]
; (E) Elasticity      [scale 0 (no bounce) to 1 (full bounce)]
; (F) Percent Submerged   [percentage 10 to 120]
; (G) Uproot Limit      [force magnitude required to uproot]
; (H) Collision Damage Multiplier   [0.1 - 5.0 ish]
;
; (I) Collision Damage Effect [uint8 integer 0 - 4]
;      0:none
;      1:change_model
;      2:split_model
;      3:smash_and_damage_trafficlights
;      20:smash_completely
;      21:change_then_smash
;
;      50:smash_cardbox_completely      (only for cardbox1 & cardbox4)
;      51:smash_yellow_target_completely(bankjob2's targets)
;      60:smash_woodenbox_completely   (only for woodenbox);
;      70:smash_trafficcone_completely   (only for trafficcone);
;      80:smash_barpost_completely      (only for smashbar);
;
;      91:smash_newstandnew1         (only for newstandnew);
;      92:smash_newstandnew2         (only for newstandnew);
;      93:smash_newstandnew3         (only for newstandnew);
;      94:smash_newstandnew4         (only for newstandnew);
;      95:smash_newstandnew5         (only for newstandnew);
;
;      100:smash_blackbag            (only for blackbag)
;      110:smash_vegpalm            (only for veg_palmXXX);
;
;      120:burst_beachball            (only for beachball);
;      131:smash_beachlounge_wood      (only for wood lounges);
;      132:smash_beachlounge_towel      (only for towel lounge);
;
;
;
; (J) Special Collision Response Cases [uint8 0 - 4] 0:none(default) 1:lampost 2:smallbox 3:bigbox 4:fencepart
; (K) Camera to avoid this object (0) for no (1) for yes
;A               B   C      D         E      F         G      H   I   J   K
adrenaline         99999.0,   99999.0   0.99,      0.1,      50.0,      125.0,   1.0,   0,   0,   0
[/spoiler]

And this

[spoiler]
      <physics>
         <mass>99999.0</mass>
         <turnmass>99999.0   </turnmass>
         <airresistance>0.99</airresistance>
         <elasticity>0.1</elasticity>
         <percentsubmerged>50.0</percentsubmerged>
         <uprootlimit>125.0</uprootlimit>
         <damagemultiplier>1.0</damagemultiplier>
         <collisioneffect>0</collisioneffect>
         <collisionresponse>0</collisionresponse>
         <cameraavoids>false</cameraavoids>
      </physics>
[/spoiler]
Join to Irrelevant Club Discord: https://discord.gg/MsPPZ5uV4X

Kewun

well somehow i converted it but the ball falls trought floor

<object id="40">
<flags value="0" />
<texture path="male02.txd" />
<collision type="autogenerate" />
<model path="ball.dff" distance="300" />
<physics>
<mass>5.0</mass>
<turnmass>5.0</turnmass>
<airresistance>0.99</airresistance>
<elasticity>0.65</elasticity>
<percentsubmerged>50.0</percentsubmerged>
<uprootlimit>0.0</uprootlimit>
<damagemultiplier>10.0</damagemultiplier>
<collisioneffect>0</collisioneffect>
<collisionresponse>0</collisionresponse>
<cameraavoids>false</cameraavoids>
</physics>
</object>

ill try more tweaks

Kewun


Kewun


rww

bcs, you have a bad collision (autogenerate? I think, this use faces, for dynamic object, you need spheres in collision). ;)

Get beachball.col from models/data/generic.col and put to 7z file

and change:

<collision type="autogenerate" />
to:

<collision path="beachball.col" />
Don't forget to rename .dff to beachball
Join to Irrelevant Club Discord: https://discord.gg/MsPPZ5uV4X

Kewun