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. | ||
{|{{Prettytable}} width="100%" class="collapsible" | {|{{Prettytable}} width="100%" class="collapsible" | ||
!width="120px"|Flag | !width="120px"|Flag |
Revision as of 07:58, 2 August 2011
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 |
---|---|---|---|
1111 1111 1111 1111 1111 1111 |
Enables all flags.[a] 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. | ||
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