Difference between revisions of "Template:Object-Flags"
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|{{a|c}}|2048 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<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). | |{{a|c}}|2048 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<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). | ||
|- | |- | ||
− | |{{a|c}}|4096 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0001 0000 0000 0000</code> ||Indicates | + | |{{a|c}}|4096 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0001 0000 0000 0000</code> ||Indicates a multi mesh object (Object switches from clump ''2'' to clump ''1'' after collision – requires ''object.dat'' registration). |
|- | |- | ||
|{{a|c}}|32768 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 1000 0000 0000 0000</code> ||Uses object brightness from the current weather definition (See [[timecyc.dat]] – ''PoleShd''). | |{{a|c}}|32768 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 1000 0000 0000 0000</code> ||Uses object brightness from the current weather definition (See [[timecyc.dat]] – ''PoleShd''). | ||
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|{{a|c}}|262144 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<code>0000 0100 0000 0000 0000 0000</code> ||Unknown – only used 1 time in [[GTA SA|San Andreas]]. | |{{a|c}}|262144 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<code>0000 0100 0000 0000 0000 0000</code> ||Unknown – only used 1 time in [[GTA SA|San Andreas]]. | ||
|- | |- | ||
− | |{{a|c}}|1048576 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<code>0000 1000 0000 0000 0000 0000</code> ||Object will switch from | + | |{{a|c}}|1048576 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<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). |
|- | |- | ||
|{{a|c}}|2097152 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<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]]) | |{{a|c}}|2097152 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<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]]) |
Revision as of 01:50, 11 September 2014
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 |
Indicates that the object gets rendered at night for objects defined in TOBJ. | |
4 | 0000 0000 0000 0000 0000 0100 |
Alpha transparency 1 | |
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. | |
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 clump 2 to clump 1 after collision – requires object.dat registration). | |
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 |