General Functions
FYP edited this page Aug 9, 2017
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Pages 11
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- Functions
- set_vehicle_model_alpha
- set_char_model_alpha
- set_object_model_alpha
- get_entity_type_and_class
- get_vehicle_number_of_collided_entites
- get_char_number_of_collided_entites
- get_object_number_of_collided_entites
- get_vehicle_collided_entites
- get_char_collided_entites
- get_object_collided_entites
- set_car_window_state
- get_char_max_health
- get_circles_intersection
- get_model_txd_id
- get_model_crc32_key
- draw_temporary_shadow
- draw_permanent_shadow
- draw_light
- draw_corona
- draw_corona_ex
- get_sun_colors
- get_sun_size
- get_sun_screen_coordinates
- get_sun_world_position
- get_current_weather
- get_traffic_lights_color
- get_car_light_damage_status
- set_car_light_damage_status
- get_vehicle_class
- get_vehicle_dummy_element_position
- create_projectile
- get_game_volume
- get_collision_between_points
- draw_spotlight
- draw_rect
- draw_rect_with_gradient
- get_all_objects
- get_all_characters
- get_all_vehicles
- get_object_matrix
- get_char_matrix
- get_vehicle_matrix
- draw_text
- Enums
- car_light
- collision_check_flag
- corona_texture
- entity_class
- entity_type
- light_type
- shadow_texture
- shadow_type
- vehicle_class
- vehicle_subclass
- vehicle_dummy
- vehicle_window
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Functions
set_vehicle_model_alpha
set_vehicle_model_alpha(Vehicle handle, uint alpha)set_char_model_alpha
set_char_model_alpha(Ped handle, uint alpha)set_object_model_alpha
set_object_model_alpha(Object handle, uint alpha)get_entity_type_and_class
uint type, uint class = get_entity_type_and_class(uint entity_ptr)Returns nil on failure.
get_vehicle_number_of_collided_entites
int number = get_vehicle_number_of_collided_entites(Vehicle handle)get_char_number_of_collided_entites
int number = get_char_number_of_collided_entites(Ped handle)get_object_number_of_collided_entites
int number = get_object_number_of_collided_entites(Object handle)get_vehicle_collided_entites
table<uint> entities = get_vehicle_collided_entites(Vehicle handle)get_char_collided_entites
table<uint> entities = get_char_collided_entites(Ped handle)get_object_collided_entites
table<uint> entities = get_object_collided_entites(Object handle)set_car_window_state
set_car_window_state(Vehicle handle, uint window_id, bool state)get_char_max_health
float health = get_char_max_health(Ped handle)get_circles_intersection
bool result, float x1, float y1, float x2, float y2 = get_circles_intersection(float x1, float y1, floar radius1, float x2, float y2, float radius2)get_model_txd_id
int txd = get_model_txd_id(Model model)get_model_crc32_key
uint crc32 = get_model_crc32_key(Model model)Returns nil on failure.
draw_temporary_shadow
draw_temporary_shadow(uint shadow_type, float x, float y, float z, float width, float height, float rotation, float distance, uint/Texture texture, uint intensity, [int color_r, int color_g, int color_b, int color_a, uint shadow_data, float scale, bool draw_on_buildings, bool draw_on_water])draw_permanent_shadow
draw_permanent_shadow(uint shadow_type, float x, float y, float z, float width, float height, float rotation, float distance, uint/Texture texture, uint intensity, uint time, [int color_r, int color_g, int color_b, int color_a])draw_light
draw_light(uint light_type, float x, float y, float z, float dir_x, float dir_y, float dir_z, float radius, [int color_r, int color_g, int color_b, int color_a, uint entity])draw_corona
draw_corona(uint/Texture texture, float x, float y, float z, float size, [int color_r, int color_g, int color_b, int color_a, uint entity])draw_corona_ex
draw_corona_ex(uint/Texture texture, float x, float y, float z, float size, [int color_r, int color_g, int color_b, int color_a, uint entity, float far_clip, float near_clip, int flare, bool reflection, bool check_obstacles, int flash_while_fading, float fade_speed, bool only_from_below])get_sun_colors
int core_r, int core_g, int core_b, int corona_r, int corona_g, int corona_b = get_sun_colors()get_sun_size
float core, float corona = get_sun_size()get_sun_screen_coordinates
float x, y = get_sun_screen_coordinates()get_sun_world_position
bool visible, float x, float y, float z = get_sun_world_position()get_current_weather
int weather = get_current_weather()get_traffic_lights_color
int color1, color2 = get_traffic_lights_color()get_car_light_damage_status
uint status = get_car_light_damage_status(Vehicle handle, int light_id)Returns nil on failure.
set_car_light_damage_status
set_car_light_damage_status(Vehicle handle, int light_id, uint status)get_vehicle_class
uint class, uint subclass = get_vehicle_class(Vehicle handle)Returns nil on failure.
get_vehicle_dummy_element_position
float x, float y, float z = get_vehicle_dummy_element_position(Vehicle handle, uint element, [bool world, bool invert_x])create_projectile
bool result = create_projectile(uint weapon_id, float src_x, float src_y, float src_z, float dir_x, float dir_y, float dir_z, float force, uint source_entity_ptr, uint target_entity_ptr)get_game_volume
int sfx_volume, int radio_volume = get_game_volume()get_collision_between_points
table collision = get_collision_between_points(float origin_x, float origin_y, floar origin_z, float target_x, float target_y, float target_z, [table<string=bool> flags, uint ignore_entity_ptr])Returns nil on failure.
draw_spotlight
draw_spotlight(float origin_x, float origin_y, floar origin_z, float target_x, float target_y, float target_z, float base_radius, float target_radius, bool shadow, float shadow_intensity)draw_rect
draw_rect(float left, float top, float right, float bottom, int r, int g, int b, int a, [float angle])draw_rect_with_gradient
draw_rect_with_gradient(float left, float top, float right, float bottom, int r1, int g1, int b1, int a1, int r2, int g2, int b2, int a2, int r3, int g3, int b3, int a3, int r4, int g4, int b4, int a4, [float angle])get_all_objects
table<Object> objects = get_all_objects(float x, float y, float z, [float radius, bool sphere])get_all_characters
table<Ped> chars = get_all_characters(float x, float y, float z, [float radius, bool skip_dead, bool sphere])get_all_vehicles
table<Vehicle> vehicles = get_all_vehicles(float x, float y, float z, [float radius, bool skip_wrecked bool sphere])get_object_matrix
Matrix matrix = get_object_matrix(Object handle)Returns nil on failure.
get_char_matrix
Matrix matrix = get_char_matrix(Ped handle)Returns nil on failure.
get_vehicle_matrix
Matrix matrix = get_vehicle_matrix(Vehicle handle)Returns nil on failure.
draw_text
draw_text(string text, float x, float y, [uint style, float width, float height, uint align, float wrap, bool proportional, bool justify, int text_r, int text_g, int text_b, int text_a, uint outline, uint shadow, int shadow_r, int shadow_g, int shadow_b, int shadow_a, bool background, int background_r, int background_g, int background_b, int background_a])Enums
car_light
FRONT_LEFTFRONT_RIGHTREAR_RIGHTREAR_LEFT
collision_check_flag
DEFAULTADDITIVEINVCOLOROIL_1OIL_2OIL_3OIL_4OIL_5
corona_texture
STARSTAR_2MOONREFLECTHEADLIGHT_LINERINGB
entity_class
ENTITYBUILDINGTREADABLEDUMMY_1DUMMY_2PHYSICALOBJECTHANDPROJECTILECUTSCENE_OBJECTPEDCIVILIAN_PEDCOP_PEDEMERGENCY_PEDPLAYER_PEDVEHICLEAUTOMOBILEHELIMTRUCKPLANEQUADTRAILERBIKEBMXBOATTRAIN
entity_type
NOTHINGBUILDINGVEHICLEPEDOBJECTDUMMYNOTINPOOLS
light_type
DEFAULTDIRECTIONALDARKGLOBAL
shadow_texture
DEFAULTCARPEDEXPLOSIONHELIHEADLIGHTBLOODPOOLHEADLIGHTBIKERCBARONLAMP
shadow_type
DEFAULTADDITIVEINVCOLOROIL_1OIL_2OIL_3OIL_4OIL_5
vehicle_class
AUTOMOBILEMTRUCKQUADHELIPLANEBOATTRAINFHELIFPLANEBIKEBMXTRAILER
vehicle_subclass
AUTOMOBILEBIKEHELIBOATPLANE
vehicle_dummy
HEADLIGHTSTAIL_LIGHTSHEADLIGHTS_2TAIL_LIGHTS_2PED_FRONT_SEATPED_BACK_SEATEXHAUSTENGINEPETROLCAPHOOKUPPED_ARM
vehicle_window
FRONT_LEFTFRONT_RIGHTREAR_LEFTREAR_RIGHT