object.dat
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The object.dat file is located in the /data directory of GTA III, Vice City, and San Andreas, or the /common/data directory of GTA IV. It defines the physical aspects of objects defined in IDE files.
Format
| Name in file | Data type | Description | ||
|---|---|---|---|---|
| A | Object name | string | Object name. Maximum of 256 characters in length. | |
| B | Mass | float | 1 to 50000 inclusive. Unit is kilograms. | |
| C | TurnMass | float | The description within the file says kg m^3 or some such dimension, but kg/m3 is actually the unit of density. However, kg/m2 is the unit of rotational inertia, which is sometimes referred to as "rotational mass" (and could be what "TurnMass" is referring to). | |
| D | Air Resistance | float | Normalised between 1 and 0. 0 means complete air resistance, 1 means no air resistance. Most objects have a value of 0.99 for this attribute. | |
| E | Elasticity | float | How much the object bounces when it collides with something. Normalised. 0 is the least bouncy, 1 is the most. | |
| F | Percent Submerged | float | 10 to 120. Most objects have a value of 50.0 for this attribute. | |
| G | Uproot Force | float | The magnitude of the force vector that must be applied to the object to remove it from the ground. Possibly Newtons, but no units given. | |
| H | Collision Damage Multiplier | float | Controls how much damage a collision with this object should do to vehicles. "0.1 - 5.0 ish" according to the file. | |
| I | Collision Damage Effect | integer | What happens to the object when it is collided with. Values:
If either | |
| J | Special Collision Response Cases | integer | Specifies if the game has a custom response for collisions with this object, and what the response should be if there is one. Values:
| |
| K | Camera to avoid this object | integer | Boolean (written as 1 or 0, not true/false) that controls whether the camera should move around the object. | |
| L | Causes Explosion | integer | If not 0, Name of FxSystem should be a valid effect name. 0 if no explosion effect should occur. | |
| M | Type of FxSystem | integer | When the explosion effect should be played. Values:
| |
| N,O,P | Offset of FxSystem | float[3] | 3D vector. Offset of the effect system from the pivot of the object. If x == -999.0, the game plays the effect at the point of collision.
| |
| Q | Name of FxSystem | string | The name of the effect to play. If there is no effect, none should be used. (The file says it should be noname, but none is used instead. noname is never used.)
| |
Extra breakable object information | ||||
| R | Smash Multiplier | float | How much larger the force needed to smash an object should be than the force needed to break it. In code:
Smashing always takes precedence over breaking so if To prevent the object smashing, set a very large value so that it is impossible for the player to achieve the required smash force. | |
| S | Break Velocity X | float | Offset velocity on X axis. Offset values are added to the velocity from the impact after randomness is factored in. | |
| T | Break Velocity Y | float | Offset velocity on Y axis. | |
| U | Break Velocity Z | float | Offset velocity on Z axis. | |
| V | Break Velocity Rand | float | The maximum deviation from the velocity X/Y/Z values due to randomness. | |
| W | Gun Break Mode | integer | Object behaviour when shot with a gun. Values:
| |
| X | Produce Sparks on Impact | integer | Whether sparks are produced on impact (1) or not (0). | |
| File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
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