Difference between revisions of "Template:Object-Flags"
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− | + | {|{{Prettytable}} width="100%" class="collapsible" | |
!width="120px"|Flag | !width="120px"|Flag | ||
!width="100px"|Supported games | !width="100px"|Supported games | ||
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|- | |- | ||
|<center>4194304</center>||<center>{{Icon|SA}}</center>||<center><code>0010 0000 0000 0000 0000 0000</code></center>||Unknown – apparently related into physics. | |<center>4194304</center>||<center>{{Icon|SA}}</center>||<center><code>0010 0000 0000 0000 0000 0000</code></center>||Unknown – apparently related into physics. | ||
− | |} | + | |}<noinclude>Example: |
<pre>{{Object-Flags}}</pre> | <pre>{{Object-Flags}}</pre> | ||
{{Object-Flags}}</noinclude> | {{Object-Flags}}</noinclude> |
Revision as of 11:55, 20 August 2010
Flag | Supported games | Binary | Description |
---|---|---|---|
1111 1111 1111 1111 1111 1111 |
Enables all flags. [1] Never used by default. | ||
0000 0000 0000 0000 0000 0001 |
Wet effect (objects appear darker). | ||
0000 0000 0000 0000 0000 0010 |
Indicates that the object gets rendered at night for objects defined in TOBJ. | ||
0000 0000 0000 0000 0000 0100 |
Alpha transparency 1 | ||
0000 0000 0000 0000 0000 1000 |
Alpha transparency 2 | ||
0000 0000 0000 0000 0001 0000 |
Opposite to flag 2 | ||
0000 0000 0000 0000 0010 0000 |
Indicates an object to be used inside an interior. | ||
0000 0000 0000 0000 0100 0000 |
Disables the shadow mesh to project a shadow. | ||
0000 0000 0000 0000 1000 0000 |
Object surface will not be culled. | ||
0000 0000 0000 0001 0000 0000 |
Disables draw distance (Only used for LOD objects with an LOD value greater than 299). | ||
0000 0000 0000 0010 0000 0000 |
Object is breakable (like glass – additional parameters defined inside the object.dat file, otherwise there is no effect). | ||
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). | ||
0000 0000 0000 1000 0000 0000 |
Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). | ||
0000 0000 0001 0000 0000 0000 |
Indicates an multiclump object (Object switches from clump 2 to clump 1 after collision – requires object.dat registration). | ||
0000 0000 1000 0000 0000 0000 |
Uses object brightness from the current weather definition (See timecyc.dat – PoleShd). | ||
0000 0001 0000 0000 0000 0000 |
Object explodes after getting hit (requires object.dat registration). | ||
0000 0010 0000 0000 0000 0000 |
Unknown – apparently some flag for the Script. | ||
0000 0100 0000 0000 0000 0000 |
Unknown – only used 1 time in San Andreas. | ||
0000 1000 0000 0000 0000 0000 |
Object will switch from clump 2 to clump 1 after getting sprayed by the player (graffity flag). | ||
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) | ||
0010 0000 0000 0000 0000 0000 |
Unknown – apparently related into physics. |
Example:
{{Object-Flags}}
Flag | Supported games | Binary | Description |
---|---|---|---|
1111 1111 1111 1111 1111 1111 |
Enables all flags. [1] Never used by default. | ||
0000 0000 0000 0000 0000 0001 |
Wet effect (objects appear darker). | ||
0000 0000 0000 0000 0000 0010 |
Indicates that the object gets rendered at night for objects defined in TOBJ. | ||
0000 0000 0000 0000 0000 0100 |
Alpha transparency 1 | ||
0000 0000 0000 0000 0000 1000 |
Alpha transparency 2 | ||
0000 0000 0000 0000 0001 0000 |
Opposite to flag 2 | ||
0000 0000 0000 0000 0010 0000 |
Indicates an object to be used inside an interior. | ||
0000 0000 0000 0000 0100 0000 |
Disables the shadow mesh to project a shadow. | ||
0000 0000 0000 0000 1000 0000 |
Object surface will not be culled. | ||
0000 0000 0000 0001 0000 0000 |
Disables draw distance (Only used for LOD objects with an LOD value greater than 299). | ||
0000 0000 0000 0010 0000 0000 |
Object is breakable (like glass – additional parameters defined inside the object.dat file, otherwise there is no effect). | ||
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). | ||
0000 0000 0000 1000 0000 0000 |
Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). | ||
0000 0000 0001 0000 0000 0000 |
Indicates an multiclump object (Object switches from clump 2 to clump 1 after collision – requires object.dat registration). | ||
0000 0000 1000 0000 0000 0000 |
Uses object brightness from the current weather definition (See timecyc.dat – PoleShd). | ||
0000 0001 0000 0000 0000 0000 |
Object explodes after getting hit (requires object.dat registration). | ||
0000 0010 0000 0000 0000 0000 |
Unknown – apparently some flag for the Script. | ||
0000 0100 0000 0000 0000 0000 |
Unknown – only used 1 time in San Andreas. | ||
0000 1000 0000 0000 0000 0000 |
Object will switch from clump 2 to clump 1 after getting sprayed by the player (graffity flag). | ||
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) | ||
0010 0000 0000 0000 0000 0000 |
Unknown – apparently related into physics. |