Difference between revisions of "0392"
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{{OpCode | {{OpCode | ||
− | | | + | | games = {{Icon|t}} |
− | | description = | + | | command = SET_OBJECT_DYNAMIC |
− | | | + | | description = Sets the object's ability to be dynamic |
− | | | + | | syntax1 = 0392: object [''object handle''] toggle_in_moving_list [''int''] |
− | | | + | | p1t = [''object handle''] |
+ | | p1d = The handle of the object | ||
+ | | p2t = [''int''] | ||
+ | | p2d = 0 = not dynamic, {{hint|1|or any value other than 0}} = dynamic | ||
+ | | native = [[SET_OBJECT_DYNAMIC]] | ||
}} | }} | ||
− | |||
− | + | This opcode sets the object's ability to be dynamic in the environment. This opcode only affects dynamic objects and has no effect on static ones. By default, when dynamic objects are created using either opcode [[0107]] or [[029B]], gravity will not affect the object and will float in the air unless acted upon by the environment. Enabling dynamics through this opcode will allow gravity to affect the object and allow it to drop onto the ground. Disabling dynamics will stop gravity and all environmental effects from affecting the object at that moment; the object can still be affected by the environment and will not be static. | |
− | ' | ||
− | |||
− | ==Keywords== | + | == Example == |
− | object, movable | + | The following example spawns a dynamic object above the player (a pizza box for Vice City in this example). The object will only be affected by gravity and the environment when holding [[00E1|button 13]] (CAMERA key). Otherwise, gravity and the environment is forced to have no effect on the object and the box will be stuck floating in the air. If the object is about to hit the ground, it is warped back up to resume the fall. |
+ | {{Pre|class=sb-code|1= | ||
+ | <span class="c1">// set constants</span> | ||
+ | <span class="k">const</span> | ||
+ | OBJECT_MODEL = <span class="nt">#PIZZABOX</span> | ||
+ | OBJECT_HANDLE = <span class="nv">0@</span> | ||
+ | OBJECT_MARKER = <span class="nv">1@</span> | ||
+ | POS_X = <span class="nv">2@</span> | ||
+ | POS_Y = <span class="nv">3@</span> | ||
+ | POS_Z = <span class="nv">4@</span> | ||
+ | HEIGHT = <span class="nv">5@</span> | ||
+ | <span class="k">end</span> | ||
+ | |||
+ | <span class="c1">// spawn object</span> | ||
+ | [[00A0]]: store_actor <span class="nv">$PLAYER_ACTOR</span> position_to POS_X POS_Y POS_Z | ||
+ | POS_Z += <span class="m">20.0</span> | ||
+ | [[0107]]: OBJECT_HANDLE = create_object OBJECT_MODEL at POS_X POS_Y POS_Z | ||
+ | [[0188]]: OBJECT_MARKER = create_marker_above_object OBJECT_HANDLE | ||
+ | 0382: set_object OBJECT_HANDLE collision_detection <span class="m">1</span> | ||
+ | |||
+ | <span class="k">while</span> <span class="k">if</span> 03CA: object OBJECT_HANDLE exists | ||
+ | <span class="k">wait</span> <span class="m">10</span> | ||
+ | [[01BB]]: store_object OBJECT_HANDLE position_to POS_X POS_Y POS_Z | ||
+ | [[02CE]]: HEIGHT = ground_z POS_X POS_Y POS_Z | ||
+ | [[0063]]: POS_Z -= HEIGHT | ||
+ | <span class="k">if</span> | ||
+ | POS_Z < <span class="m">5.0</span> | ||
+ | <span class="k">then</span> | ||
+ | POS_Z += <span class="m">50.0</span> | ||
+ | [[01BC]]: put_object OBJECT_HANDLE at POS_X POS_Y POS_Z | ||
+ | <span class="k">end</span> | ||
+ | <span class="k">if</span> | ||
+ | [[00E1]]: key_pressed <span class="m">0</span> <span class="m">13</span> <span class="c1">// camera key</span> | ||
+ | <span class="k">then</span> | ||
+ | 0392: object OBJECT_HANDLE toggle_in_moving_list <span class="m">1</span> <span class="c1">// if key is held, box will fall</span> | ||
+ | <span class="k">else</span> | ||
+ | 0392: object OBJECT_HANDLE toggle_in_moving_list <span class="m">0</span> <span class="c1">// if key is not held, box will not fall</span> | ||
+ | <span class="k">end</span> | ||
+ | <span class="k">end</span> | ||
+ | }} | ||
+ | |||
+ | == Keywords == | ||
+ | set, toggle, object, movable, move, dynamic |
Latest revision as of 05:36, 1 February 2017
- Description
- Sets the object's ability to be dynamic
- Syntax
- 0392: object [object handle] toggle_in_moving_list [int]
- Parameter
- [object handle]
- The handle of the object
- [int]
- 0 = not dynamic, 1 = dynamic
- Native analog
- SET_OBJECT_DYNAMIC
This opcode sets the object's ability to be dynamic in the environment. This opcode only affects dynamic objects and has no effect on static ones. By default, when dynamic objects are created using either opcode 0107 or 029B, gravity will not affect the object and will float in the air unless acted upon by the environment. Enabling dynamics through this opcode will allow gravity to affect the object and allow it to drop onto the ground. Disabling dynamics will stop gravity and all environmental effects from affecting the object at that moment; the object can still be affected by the environment and will not be static.
Example
The following example spawns a dynamic object above the player (a pizza box for Vice City in this example). The object will only be affected by gravity and the environment when holding button 13 (CAMERA key). Otherwise, gravity and the environment is forced to have no effect on the object and the box will be stuck floating in the air. If the object is about to hit the ground, it is warped back up to resume the fall.
// set constants const OBJECT_MODEL = #PIZZABOX OBJECT_HANDLE = 0@ OBJECT_MARKER = 1@ POS_X = 2@ POS_Y = 3@ POS_Z = 4@ HEIGHT = 5@ end // spawn object 00A0: store_actor $PLAYER_ACTOR position_to POS_X POS_Y POS_Z POS_Z += 20.0 0107: OBJECT_HANDLE = create_object OBJECT_MODEL at POS_X POS_Y POS_Z 0188: OBJECT_MARKER = create_marker_above_object OBJECT_HANDLE 0382: set_object OBJECT_HANDLE collision_detection 1 while if 03CA: object OBJECT_HANDLE exists wait 10 01BB: store_object OBJECT_HANDLE position_to POS_X POS_Y POS_Z 02CE: HEIGHT = ground_z POS_X POS_Y POS_Z 0063: POS_Z -= HEIGHT if POS_Z < 5.0 then POS_Z += 50.0 01BC: put_object OBJECT_HANDLE at POS_X POS_Y POS_Z end if 00E1: key_pressed 0 13 // camera key then 0392: object OBJECT_HANDLE toggle_in_moving_list 1 // if key is held, box will fall else 0392: object OBJECT_HANDLE toggle_in_moving_list 0 // if key is not held, box will not fall end end
Keywords
set, toggle, object, movable, move, dynamic