Search results
Jump to navigation
Jump to search
Create the page "Object Object" on this wiki! See also the search results found.
Page title matches
- |p1d=Object Id 1 |p2d=Object Id 2310 bytes (70 words) - 02:27, 10 January 2017
- |p1d=Object Id 1 |p2d=Object Id 2434 bytes (94 words) - 02:25, 10 January 2017
- |p1d=Object handle |rd=Whether the object has collided with anything or not319 bytes (52 words) - 15:25, 18 June 2011
- |p1d=object handle This function attaches an object to the ped.373 bytes (83 words) - 19:42, 19 January 2013
- |p1d=object Id Applies force to an object.578 bytes (115 words) - 10:40, 30 April 2009
- |p1d = object handle112 bytes (12 words) - 13:14, 26 August 2014
- 68 bytes (9 words) - 13:22, 22 April 2010
- |p2d = Object handle. |rd = Whether the specified vehicle is touching the specified object.283 bytes (39 words) - 23:17, 7 April 2012
- |p1d=Object handle Sets the visibility of the object.128 bytes (24 words) - 20:44, 20 January 2009
- |p2d=Object Id Attaches a camera to an object.111 bytes (23 words) - 04:36, 2 March 2009
- |p1d = object handle |rd = vehicle that the object is attached to183 bytes (22 words) - 12:29, 27 August 2014
- |rd=Returns the time since the player hit an object.155 bytes (26 words) - 20:36, 29 October 2011
- |p1d=Object handle Sets the light of the object.107 bytes (22 words) - 06:00, 14 October 2012
- |p1d=object handle This function detaches the object from its host.135 bytes (24 words) - 20:40, 20 January 2009
- |p2d=Object Id Attaches a vehicle to an object.314 bytes (72 words) - 04:54, 2 March 2009
- 257 bytes (38 words) - 13:07, 27 August 2014
- |p1d = Object handle.105 bytes (16 words) - 14:45, 22 April 2010
- |p2d = Object hash ...before calling this function, or game might crash. It will give an ambient object to the Ped, and will load/play proper ambient animations for some of the ob335 bytes (55 words) - 17:23, 16 September 2013
- #REDIRECT [[DETACH OBJECT]]27 bytes (3 words) - 15:59, 20 January 2009
- |p2d=Object Id Attaches a Vehicle to an Object Physically.397 bytes (88 words) - 04:54, 2 March 2009
Page text matches
- |[[0107]]||{{Icon|t}}||5||int, flt, flt, flt, var||create object||parameters rearranged in SB |[[0108]]||{{Icon|t}}||1||object handle||delete object||114 KB (17,372 words) - 14:28, 7 March 2025
- !{{hint|VLI|Data Types: VAR_INT LVAR_INT (OBJECT) [INITIALIZER]}} !{{hint|AI|Data Types: INT VAR_INT LVAR_INT (OBJECT)}}607 KB (88,152 words) - 07:41, 17 September 2016
- |0108 || {{Icon|trilogy}} ||1 || destroy_object [''object handle''] || |0163 || {{Icon|3}} ||4 || [''object handle''], [''int''], [''int''], [''var''] ||89 KB (10,225 words) - 06:31, 23 December 2011
- ...he listed memory address which the games can use to further manipulate the object as listed in the properties column. The following tables are ordered based * Reposition object24 KB (3,844 words) - 04:18, 2 January 2017
- |0x0000 ||dword ||object type *0 = no object50 KB (7,212 words) - 16:19, 3 December 2017
- ...ode> but has two additional parameters defining the in-game time range the object can get rendered. These objects can be placed into the world through the <c ...icating an [[IFP]] or [[WAD]] animation file to assign an animation to the object. These objects can be placed into the world through the <code>inst</code> s17 KB (2,392 words) - 23:12, 12 January 2021
- ...compared to other sections because it needs to be attached to an existing object rather than defining itself. If too many effects are loaded or drawn in the ...object, the light will disappear when the main object changes into the sub object (like when lampposts are knocked).14 KB (2,166 words) - 14:18, 4 April 2024
- | description = Stores a point offset from the object's position ...= 0400: create_coordinate [''var1''] [''var2''] [''var3''] from_object [''object handle''] offset [''flt1''] [''flt2''] [''flt3'']4 KB (625 words) - 01:47, 28 November 2016
- 0x74 offset to OBJECT.DAT ...pens and the value-offset is 0x00000000, then the ID isn't assigned to any object. The structure is like so:17 KB (2,916 words) - 23:11, 12 January 2021
- | description = Sets the object's ability to be dynamic | syntax1 = 0392: object [''object handle''] toggle_in_moving_list [''int'']3 KB (544 words) - 05:36, 1 February 2017
- 0176=2,%2d% = object %1d% z_angle 02cc=1, object %1d% bounding_sphere_visible62 KB (10,076 words) - 21:48, 25 October 2020
- ...], [[San Andreas]], and [[GTA IV]]. It is used to place [[OBJS|static]], [[object.dat|dynamic]], [[TOBJ|time controlled]] and [[ANIM|animated]] objects in th |A ||Id ||integer ||A number which is used to identify the object as defined in the [[IDE]] file inside the map system.7 KB (1,071 words) - 23:20, 6 July 2021
- * thiscall on garage object * thiscall on garage object53 KB (5,903 words) - 22:46, 2 December 2022
- | object model darkened, unpickable ...h player vehicle, can float above water but weapon halo doesn't float with object, does not respawn17 KB (2,631 words) - 08:25, 15 August 2022
- | description = Sets the visibility of the object model ...toggle_model_render_at [''flt1''] [''flt2''] [''flt3''] radius [''flt4''] object [''int1''] [''int2'']2 KB (339 words) - 08:15, 6 August 2023
- The '''<code>object.dat</code>''' file is located in the <code>/data</code> directory of [[GTA |colspan="2" |A ||Object name ||string || Object name. Maximum of 256 characters in length.5 KB (831 words) - 14:13, 21 August 2020
- 0x02 byte Attach type (actor or object) 0x04 dword handle of the static object (building)50 KB (6,989 words) - 15:14, 22 October 2016
- ...s used to define simple objects. There are also sections to extend default object definitions: ...ode>[[TOBJ|tobj]]</code> for defining an additional in-game time range the object gets rendered in.6 KB (811 words) - 16:54, 4 March 2025
- ...ection. Most, if not all, time objects use the [[Item Definition#IDE Flags|object flag]] 2 to prevent them from fading into and out of view at those times. |A ||Id ||integer ||Unique object identifier.6 KB (845 words) - 19:35, 29 September 2024
- | description = Attaches a cutscene object to the bone of another cutscene object | syntax1 = 0524: attach_cutscene_object [''object handle1''] to_bone [''object handle2''] [''int'']2 KB (274 words) - 04:17, 27 November 2016