Difference between revisions of "Template:Object-Flags"
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<noinclude>Example: | <noinclude>Example: | ||
<pre>{{Object-Flags}}</pre></noinclude> | <pre>{{Object-Flags}}</pre></noinclude> | ||
− | {| | + | Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit describes a [[wikipedia:Boolean_algebra_(logic)|boolean]] value of an special aspect. |
− | ! | + | {|class="mw-collapsible wikitable center-col-1 center-col-2 center-col-3" style="width: 100%;" |
− | ! | + | !style="width: 7em;"|Flag |
+ | !style="width: 8em;"|Supported games | ||
!width="25%"|Binary | !width="25%"|Binary | ||
!Description | !Description | ||
|- | |- | ||
− | | | + | | -1 || – || <code>1111 1111 1111 1111 1111 1111</code> ||Enables all flags.{{ref|a}} Never used by default. |
|- | |- | ||
− | | | + | | 1 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0000 0001</code> ||Wet effect (objects appear darker). |
|- | |- | ||
− | | | + | | 2 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0000 0010</code> ||Do not fade the object when it is being loaded into or out of view. |
|- | |- | ||
− | | | + | | 4 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0000 0100</code> ||Allow transparencies of other objects to be visible through this object. |
|- | |- | ||
− | | | + | | 8 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0000 1000</code> ||Alpha transparency 2 |
|- | |- | ||
− | | | + | | 16 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0001 0000</code> ||Opposite to flag '''2''' |
|- | |- | ||
− | | | + | | 32 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0010 0000</code> ||Indicates an object to be used inside an interior. |
|- | |- | ||
− | | | + | | 64 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0100 0000</code> ||Disables the [[COLL#Shadow_Mesh|shadow mesh]] to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object. |
|- | |- | ||
− | | | + | | 128 || {{Icon|VC}} {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 0000 1000 0000</code> ||Object surface will not be [[Wikipedia:Hidden_surface_determination|culled]]. |
|- | |- | ||
− | | | + | | 256 || {{Icon|VC}} {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 0001 0000 0000</code> ||Disables draw distance (Only used for [[LOD]] objects with an ''LOD'' value greater than 299). |
|- | |- | ||
− | | | + | | 512 || {{Icon|VC}} {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 0010 0000 0000</code> ||Object is breakable (like glass – additional parameters defined inside the [[object.dat]] file, otherwise there is no effect). |
|- | |- | ||
− | | | + | | 1024 || {{Icon|VC}} {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 0100 0000 0000</code> ||Similar to flag '''512''': object first cracks on a strong collision, then it breaks (does also require ''object.dat'' registration). |
|- | |- | ||
− | | | + | | 2048 || {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 1000 0000 0000</code> ||Indicates an object as an garage door (for more information see [[GRGE#Types_of_doors|GRGE]] – requires ''object.dat'' registration). |
|- | |- | ||
− | | | + | | 4096 || {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0001 0000 0000 0000</code> ||Indicates a multi mesh object (Object switches from mesh ''2'' to mesh ''1'' after collision – requires ''object.dat'' registration). |
|- | |- | ||
− | | | + | | 16384 || {{Icon|SA}} || <code>0000 0000 0100 0000 0000 0000</code> ||Indicates a vegetation object (Object moves in wind). |
|- | |- | ||
− | | | + | | 32768 || {{Icon|SA}} {{Icon|4}} || <code>0000 0000 1000 0000 0000 0000</code> ||Uses object brightness from the current weather definition (See [[timecyc.dat]] – ''PoleShd''). |
|- | |- | ||
− | | | + | | 65536 || {{Icon|SA}} {{Icon|4}} || <code>0000 0001 0000 0000 0000 0000</code> ||Object explodes after getting hit (requires ''object.dat'' registration). |
|- | |- | ||
− | | | + | | 131072 || {{Icon|SA}} || <code>0000 0010 0000 0000 0000 0000</code> ||Unknown – apparently some flag for the [[SCM|Script]]. |
|- | |- | ||
− | | | + | | 262144 || {{Icon|SA}} || <code>0000 0100 0000 0000 0000 0000</code> ||Unknown – only used 1 time in [[GTA SA|San Andreas]]. |
|- | |- | ||
− | | | + | | 1048576 || {{Icon|SA}} || <code>0000 1000 0000 0000 0000 0000</code> ||Object will switch from mesh ''2'' to mesh ''1'' after getting sprayed by the player (graffity flag). |
|- | |- | ||
− | |< | + | | 2097152 || {{Icon|SA}} || <code>0001 0000 0000 0000 0000 0000</code> ||Disables backface culling – as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and [[GTA VC|Vice City]]) |
+ | |- | ||
+ | | 4194304 || {{Icon|SA}} || <code>0010 0000 0000 0000 0000 0000</code> ||Unknown – apparently related into physics. | ||
|- | |- | ||
|colspan="4" style="text-align: right;" |<span class="plainlinks" style="font-size: 10px;">[http://www.gtamodding.com/index.php?title=Template:Object-Flags&action=edit edit]</span> | |colspan="4" style="text-align: right;" |<span class="plainlinks" style="font-size: 10px;">[http://www.gtamodding.com/index.php?title=Template:Object-Flags&action=edit edit]</span> | ||
|} | |} | ||
+ | * {{note|a}} [[wikipedia:Two%27s_complement|Two's complement]] |
Latest revision as of 17:50, 11 August 2015
Example:
{{Object-Flags}}
Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit describes a boolean value of an special aspect.
Flag | Supported games | Binary | Description |
---|---|---|---|
-1 | – | 1111 1111 1111 1111 1111 1111 |
Enables all flags.[a] Never used by default. |
1 | 0000 0000 0000 0000 0000 0001 |
Wet effect (objects appear darker). | |
2 | 0000 0000 0000 0000 0000 0010 |
Do not fade the object when it is being loaded into or out of view. | |
4 | 0000 0000 0000 0000 0000 0100 |
Allow transparencies of other objects to be visible through this object. | |
8 | 0000 0000 0000 0000 0000 1000 |
Alpha transparency 2 | |
16 | 0000 0000 0000 0000 0001 0000 |
Opposite to flag 2 | |
32 | 0000 0000 0000 0000 0010 0000 |
Indicates an object to be used inside an interior. | |
64 | 0000 0000 0000 0000 0100 0000 |
Disables the shadow mesh to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object. | |
128 | 0000 0000 0000 0000 1000 0000 |
Object surface will not be culled. | |
256 | 0000 0000 0000 0001 0000 0000 |
Disables draw distance (Only used for LOD objects with an LOD value greater than 299). | |
512 | 0000 0000 0000 0010 0000 0000 |
Object is breakable (like glass – additional parameters defined inside the object.dat file, otherwise there is no effect). | |
1024 | 0000 0000 0000 0100 0000 0000 |
Similar to flag 512: object first cracks on a strong collision, then it breaks (does also require object.dat registration). | |
2048 | 0000 0000 0000 1000 0000 0000 |
Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). | |
4096 | 0000 0000 0001 0000 0000 0000 |
Indicates a multi mesh object (Object switches from mesh 2 to mesh 1 after collision – requires object.dat registration). | |
16384 | 0000 0000 0100 0000 0000 0000 |
Indicates a vegetation object (Object moves in wind). | |
32768 | 0000 0000 1000 0000 0000 0000 |
Uses object brightness from the current weather definition (See timecyc.dat – PoleShd). | |
65536 | 0000 0001 0000 0000 0000 0000 |
Object explodes after getting hit (requires object.dat registration). | |
131072 | 0000 0010 0000 0000 0000 0000 |
Unknown – apparently some flag for the Script. | |
262144 | 0000 0100 0000 0000 0000 0000 |
Unknown – only used 1 time in San Andreas. | |
1048576 | 0000 1000 0000 0000 0000 0000 |
Object will switch from mesh 2 to mesh 1 after getting sprayed by the player (graffity flag). | |
2097152 | 0001 0000 0000 0000 0000 0000 |
Disables backface culling – as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and Vice City) | |
4194304 | 0010 0000 0000 0000 0000 0000 |
Unknown – apparently related into physics. | |
edit |