Template:Object-Flags
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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 |
Do not fade the object when it is being loaded into or out of view. |
4 | ![]() ![]() ![]() ![]() |
0000 0000 0000 0000 0000 0100 |
Allow transparencies of other objects to be visible through this object. |
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; allow transparencies of other objects, shadows, and lights to be visible through this object. |
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 mesh 2 to mesh 1 after collision – requires object.dat registration). |
16384 | ![]() |
0000 0000 0100 0000 0000 0000 |
Indicates a vegetation object (Object moves in wind). |
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. |
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