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Functions
imshooter edited this page Oct 23, 2026
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Every native, stock and callback of 3DAndreas.inc, by subject.
| Function | Description |
|---|---|
| A3D_CreateObject | Create a moving physics object shaped like the collision of a model, or as models.json describes the model. |
| A3D_CreateSphere | Create a moving physics object shaped like a sphere. |
| A3D_CreateBox | Create a moving physics object shaped like a box. |
| A3D_CreateStaticObject | Create a physics object that never moves, shaped like the collision of a model. |
| A3D_CreateStaticBox | Create an invisible box that never moves, such as a wall or a floor. |
| A3D_CreateStaticCylinder | Create an invisible upright cylinder that never moves, such as a pillar. |
| A3D_CreateZone | Create a box shaped zone that reports moving physics objects entering and leaving it. |
| A3D_CreateZoneSphere | Create a sphere shaped zone that reports moving physics objects entering and leaving it. |
| A3D_CreateArea | Create four walls around a rectangle on the ground. |
| A3D_DestroyObject | Destroy a physics object, a static object or a zone, and the global object that shows it. |
| A3D_IsValidObject | Whether a physics object, a static object or a zone exists. |
| Function | Description |
|---|---|
| A3D_SetVelocity | Set the velocity of a moving physics object and wake it up. |
| A3D_GetVelocity | The velocity of a moving physics object. |
| A3D_GetSpeed | The speed of a moving physics object. |
| A3D_GetMoveAngle | The direction a moving physics object travels on the ground, as a facing angle. |
| A3D_ApplyImpulse | Push a moving physics object through its centre of mass. |
| A3D_SetAcceleration | Push a moving physics object with a constant acceleration until it is set to zero. |
| A3D_SetGravity | Set how strongly a moving physics object falls. |
| A3D_SetRollingFriction | Slow a moving physics object down by a constant amount, as a ball rolling on cloth. |
| A3D_SetPlanar | Keep a moving physics object at its height, so it only moves along the ground. |
| A3D_IsMoving | Whether a moving physics object is awake. |
| Function | Description |
|---|---|
| A3D_SetPosition | Move a physics object to a new place at once. |
| A3D_GetPosition | The position of a physics object. |
| A3D_SetRotation | Turn a physics object to a new rotation at once. |
| A3D_GetRotation | The rotation of a physics object, as an object rotation. |
| A3D_SetWorld | Move a physics object, a static object or a zone to another virtual world. |
| A3D_GetWorld | The virtual world of a physics object. |
| Function | Description |
|---|---|
| A3D_SetFriction | Set how much a physics object grips what it touches. |
| A3D_SetBounce | Set how much a physics object bounces. |
| A3D_SetDamping | Set how fast a moving physics object loses speed and spin on its own. |
| A3D_SetBuoyancy | Make a moving physics object float in the water of the map. |
| A3D_SetCollisions | Choose what a moving physics object collides with. |
| A3D_GetCollisions | What a moving physics object collides with. |
| A3D_SetCollisionSpeed | Set the slowest impact of a moving physics object that calls A3D_OnCollided. |
| A3D_SetSyncError | Set how far the object players see may stray from the body before a new move is sent. |
| Function | Description |
|---|---|
| A3D_GetObjectID | The global object that shows a physics object. |
| A3D_AttachDynamicObject | Show a moving physics object with a streamer object instead of a global object. |
| A3D_SetExtra | Keep a number on a physics object, such as the item it stands for. |
| A3D_GetExtra | Read a number kept on a physics object with A3D_SetExtra. |
| A3D_GetStats | What the component has done since the server started. |
| Function | Description |
|---|---|
| A3D_RayCast | Find the first thing a segment between two points hits. |
| A3D_RayCastNormal | Find the first thing a segment hits, and the direction its surface faces there. |
| A3D_RayCastAll | Find everything a segment hits, nearest first. |
| A3D_IsLineOfSight | Whether nothing stands between two points. |
| A3D_FindGround | Find the ground under a point. |
| Function | Description |
|---|---|
| A3D_SweepSphere | Move a sphere along a segment and find where it first touches something. |
| A3D_OverlapSphere | Find everything a sphere overlaps. |
| A3D_OverlapBox | Find everything a box overlaps, such as the room a vehicle or an object needs. |
| A3D_OverlapModel | Find everything a model would overlap at a position, such as before placing an object. |
| A3D_IsModelColliding | Whether a model would touch anything at a position. |
| A3D_CreateExplosion | Push the moving physics objects around a point away from it. |
| Function | Description |
|---|---|
| A3D_GetPlayersInSphere | Find the players within a distance of a point, nearest first. |
| A3D_GetPlayersInCone | Find the players inside a cone, such as the view of a guard or the spread of a shotgun, nearest first. |
| A3D_GetVehiclesInSphere | Find the vehicles within a distance of a point, nearest first. |
| A3D_GetActorsInSphere | Find the actors within a distance of a point, nearest first. |
| A3D_GetActorsInCone | Find the actors inside a cone, such as the view of a guard, nearest first. |
| A3D_GetPlayerTarget | Find what a player looks at, from their camera. |
| Function | Description |
|---|---|
| A3D_IsPointInsideMap | Whether a point lies inside the collision of the map, such as a player who fell under the ground or into a closed model. |
| A3D_FindRandomPoint | Find a random spot on the ground around a point where something fits, such as a spawn or a dropped item. |
| A3D_PredictTrajectory | Follow something thrown, such as a grenade, and find where it first lands. |
| Function | Description |
|---|---|
| A3D_WorldToScreen | Find where a point of the world shows on the screen of a player. |
| A3D_ScreenToWorld | Find the direction a point of the screen of a player looks into, from the position of their camera. |
| A3D_GetScreenTarget | Find what a point of the screen of a player shows, such as the place they clicked on a grid of text draws. |
| A3D_IsPointOnScreen | Whether a point shows on the screen of a player. |
| A3D_GetPlayersOnScreen | Find the players on the screen of a player, nearest first, in the same virtual world and interior. |
| A3D_GetVehiclesOnScreen | Find the vehicles on the screen of a player, nearest first, in the same virtual world and interior, leaving out the one they are in. |
| A3D_GetActorsOnScreen | Find the actors on the screen of a player, nearest first, in the same virtual world. |
| Function | Description |
|---|---|
| A3D_RemoveBuilding | Remove the map objects of a model around a point, as RemoveBuildingForPlayer does for what players see. |
| A3D_RestoreBuilding | Bring back map objects removed by A3D_RemoveBuilding. |
| Function | Description |
|---|---|
| A3D_GetWaterLevel | Find the height of the water at a point of the map. |
| A3D_IsPointInWater | Whether a point lies in the water of the map. |
| Function | Description |
|---|---|
| A3D_GetModelBoundingBox | Find the box that holds a model, around its position. |
| A3D_GetModelBoundingSphere | Find the sphere that holds a model, around its position. |
| A3D_GetModelPhysics | Find how the game moves a model that can be knocked over, such as a bin or a crate, in the values the natives of this include take. |
| A3D_GetMaterialName | Find the name the game gives a surface, such as TARMAC or GRASS_SHORT_LUSH. |
| A3D_GetMaterialFlags | Find what the game says of a surface, such as whether bullets pass through it or it is sand, glass or stairs. |
| Function | Description |
|---|---|
| A3D_EulerToQuaternion | Turn the rotation of an object into a quaternion, in the order of GetVehicleRotationQuat. |
| A3D_QuaternionToEuler | Turn a quaternion, such as one from GetVehicleRotationQuat, into the rotation of an object. |
| A3D_GetSurfaceRotation | Find the rotation that stands an object on a surface, such as a crate on a slope. |
| A3D_GetReflection | Find the direction something takes after bouncing off a surface, such as a bullet that ricochets. |
| A3D_GetOffsetPosition | Find where a point given relative to an object lies in the world, such as a spot on a table or the end of a ramp. |
| A3D_GetPositionOffset | Find where a point of the world lies relative to an object, the reverse of A3D_GetOffsetPosition. |
| A3D_GetOffsetRotation | Find the rotation in the world of something turned relative to an object, such as an object attached to another. |
| A3D_GetLookRotation | Find the rotation that turns the front of an object, its Y axis, to a point, such as a camera or a turret. |
| Function | Description |
|---|---|
| A3D_GetVehicleOffsetPosition | Find where a point given relative to a vehicle lies in the world, as the vehicle stands and leans now. |
| A3D_GetVehiclePositionOffset | Find where a point of the world lies relative to a vehicle, such as whether a player stands behind it. |
| A3D_GetVehiclePartPosition | Find where a part of a vehicle lies in the world, such as the boot for a player to open it or the petrol cap to refuel. |
| Function | Description |
|---|---|
| A3D_FindRoute | Find the best route between two points along the paths of the game. |
| A3D_DestroyRoute | Destroy a route, and hide it from the players it is shown to. |
| A3D_IsValidRoute | Whether a route exists. |
| A3D_GetRouteLength | Length of a route, in metres. |
| A3D_GetRouteTime | Time a route takes, in seconds. |
| A3D_GetRoutePointCount | Number of points of a route, from its start to its end. |
| A3D_GetRoutePoint | Read a point of a route. |
| A3D_GetRoutePoints | Copy points of a route into three arrays. |
| A3D_GetRouteTurnCount | Number of turns of a route. |
| A3D_GetRouteTurn | Read a turn of a route, at a junction where more than two ways meet. |
| A3D_GetRouteProgress | Find where a point is along a route: the distance left, the distance from the route and the next turn. |
| A3D_MeasureRoute | Measure the best route between two points without keeping it, which is faster than finding it. |
| A3D_FindNearestByRoute | Find which of several points the best route from a point reaches first, such as the nearest hospital by road rather than in a straight line. |
| A3D_GetNearestPathPoint | Find the nearest point of a path a route can use, and the direction of the path there. |
| Function | Description |
|---|---|
| A3D_ShowRouteForPlayer | Show a route on the radar and the map of a player as a line, which moves on as they go. |
| A3D_HideRouteForPlayer | Hide the route shown to a player. |
| A3D_GetPlayerRoute | The route shown to a player. |
| Function | Description |
|---|---|
| A3D_IsWalkMeshLoaded | Whether the navigation mesh was read. A call made while the server starts waits for it. |
| A3D_GetNearestWalkPoint | Find the nearest point of the navigation mesh, where a pedestrian can stand. |
| A3D_GetRandomWalkPoint | Find a random point of the navigation mesh within a radius, which can be walked to from the centre, such as where an actor wanders next. |
| A3D_WalkRayCast | Find where a straight walk between two points is stopped by a wall, a building, a ledge or the water. |
| Function | Description |
|---|---|
| A3D_OnCollided | A moving physics object hit something faster than its collision speed. |
| A3D_OnStopped | A moving physics object came to rest, or fell below 3dandreas.floor and was stopped there. |
| A3D_OnEntered | A moving physics object entered a zone. |
| A3D_OnLeft | A moving physics object left a zone. |
| A3D_OnRouteArrived | A player reached the end of the route shown to them. The route stays on the map until it is hidden or destroyed. |
| A3D_OnRouteLeft | A player strayed from the route shown to them. |
| A3D_OnRouteAdvanced | A player moved along the route shown to them: the next turn or the distance to it changed. |
3DAndreas 0.7.1 · Repository · Releases · MIT License
Guides
- Installation
- Configuration
- Physics objects
- Model settings
- World queries
- The screen
- Routes
- Navigation mesh
- Map database
- Coming from ColAndreas
- Performance
Reference
Functions