Difference between revisions of "Template:Object-Flags"

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|{{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 mesh ''2'' to mesh ''1'' after collision &ndash; 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 multi mesh object (Object switches from mesh ''2'' to mesh ''1'' after collision &ndash; requires ''object.dat'' registration).
 
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|{{a|c}}|16384 ||{{a|c}}|{{Icon|SA}}||{{a|c}}|<code>0000 0000 0100 000 000 000 000</code> ||Indicates a vegetation object (Object moves in wind).
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|{{a|c}}|16384 ||{{a|c}}|{{Icon|SA}}||{{a|c}}|<code>0000 0000 0100 0000 0000 0000</code> ||Indicates a vegetation object (Object moves in wind).
 
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|{{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]] &ndash; ''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]] &ndash; ''PoleShd'').

Revision as of 03:13, 9 October 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 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0001 Wet effect (objects appear darker).
2 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0010 Indicates that the object gets rendered at night for objects defined in TOBJ.
4 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0100 Alpha transparency 1
8 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 1000 Alpha transparency 2
16 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0001 0000 Opposite to flag 2
32 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0010 0000 Indicates an object to be used inside an interior.
64 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0100 0000 Disables the shadow mesh to project a shadow.
128 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 1000 0000 Object surface will not be culled.
256 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0001 0000 0000 Disables draw distance (Only used for LOD objects with an LOD value greater than 299).
512 GTA III Vice City San Andreas GTA IV 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 GTA III Vice City San AndreasGTA IV 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 San Andreas GTA IV 0000 0000 0000 1000 0000 0000 Indicates an object as an garage door (for more information see GRGE – requires object.dat registration).
4096 San Andreas GTA IV 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 San Andreas 0000 0000 0100 0000 0000 0000 Indicates a vegetation object (Object moves in wind).
32768 San Andreas GTA IV 0000 0000 1000 0000 0000 0000 Uses object brightness from the current weather definition (See timecyc.datPoleShd).
65536 San Andreas GTA IV 0000 0001 0000 0000 0000 0000 Object explodes after getting hit (requires object.dat registration).
131072 San Andreas 0000 0010 0000 0000 0000 0000 Unknown – apparently some flag for the Script.
262144 San Andreas 0000 0100 0000 0000 0000 0000 Unknown – only used 1 time in San Andreas.
1048576 San Andreas 0000 1000 0000 0000 0000 0000 Object will switch from mesh 2 to mesh 1 after getting sprayed by the player (graffity flag).
2097152 San Andreas 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 San Andreas 0010 0000 0000 0000 0000 0000 Unknown – apparently related into physics.
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