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Copy file name to clipboardExpand all lines: elements/Entity/building.yaml
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The building class represents static 3D models in the GTA world.
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There is a distinction in GTA: San Andreas between static and dynamic models (these use a separate streaming system). Examples of buildings include building models, roads, and terrain. Objects created as [Buildings](/building) can contain **glass** and **shadows**, unlike those created as [Objects](/building) (which are missing these features).
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Buildings can be created with dynamic object model IDs, but they won't have any physical interaction. For example, [object ID 1502 (Gen_doorINT04)](https://dev.prineside.com/en/gtasa_samp_model_id/model/1502-Gen_doorINT04/) is a door that can only be opened if created with [createObject](/createObject).
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Using buildings for mapping is more optimized than using objects. Gains in FPS can be noticed in areas where a lot of objects were replaced with buildings of this new system.
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Buildings can only be created inside regular GTA:SA Map Boundaries (X between -3000 and 3000; Y between -3000 and 3000). Use [createObject](/createObject) to spawn objects outside these normal limits. **This limitation is probably going to stop existing in the near future.**
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Created buildings can have **LOD models**. The procedure is as follows: spawn the LOD building using [createBuilding](/createBuilding), then use [setLowLODElement](/setLowLODElement) to associate it with the non-LOD building element you created beforehand. LOD model distance changed with [engineSetModelLODDistance](/engineSetModelLODDistance) works for buildings.
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Buildings cannot appear in certain a [dimension](/dimension), and not show in others. Function [setElementDimension](/setElementDimension) returns false on any building. A building is created in a specific [interior world](/interior) (such as 0, the main world), like the default GTA:SA landscape objects. **All buildings appear in EVERY DIMENSION.**
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- There is a distinction in GTA: San Andreas between static and dynamic models (these use a separate streaming system). Examples of buildings include building models, roads, and terrain. Objects created as [Buildings](/reference/Building) can contain **glass** and **shadows**, unlike those created as [Objects](/reference/Object) (which are missing these features).
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- Buildings can be created with dynamic object model IDs, but they won't have any physical interaction. For example, [object ID 1502 (Gen_doorINT04)](https://dev.prineside.com/en/gtasa_samp_model_id/model/1502-Gen_doorINT04/) is a door that can only be opened if created with [[createObject]].
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- Using buildings for mapping is more optimized than using objects. Gains in FPS can be noticed in areas where a lot of objects were replaced with buildings of this new system.
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- Buildings can only be created inside regular GTA:SA Map Boundaries (X between -3000 and 3000; Y between -3000 and 3000). Use [[createObject]] to spawn objects outside these normal limits. **This limitation is probably going to stop existing in the near future.**
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- Created buildings can have **LOD models**. The procedure is as follows: spawn the LOD building using [[createBuilding]], then use [[setLowLODElement]] to associate it with the non-LOD building element you created beforehand. LOD model distance changed with [[engineSetModelLODDistance]] works for buildings.
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- Buildings cannot appear in certain a [[Dimension]], and not show in others. Function [[setElementDimension]] returns **false** on any building. A building is created in a specific [[Interior]] (such as 0, the main world), like the default GTA:SA landscape objects. **All buildings appear in EVERY DIMENSION.**
Copy file name to clipboardExpand all lines: elements/Entity/object.yaml
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The object class represents dynamic and static 3D models placed in the GTA world.
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Objects only represent models **created by a script**, they do not represent objects that are part of GTA's default landscape (these belong to the "building pool").
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There is a distinction in GTA: San Andreas between static and dynamic models. The alternative [createBuilding](/createBuilding) function allows you to create objects that are non-dynamic, utilizing the GTA Building pool, which makes better use of memory.
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The [createObject](/createObject) function can also create non-dynamic objects, but for optimization reasons **it is recommended to spawn [Buildings](/building) when creating static objects that don't rely on the [Dimension](/dimension) system** (buildings don't use the same MTA object-streaming system).
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- Objects only represent models **created by a script**, they do not represent objects that are part of GTA's default landscape (these belong to the "building pool").
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- There is a distinction in GTA: San Andreas between static and dynamic models. The alternative [[createBuilding]] function allows you to create objects that are non-dynamic, utilizing the GTA Building pool, which makes better use of memory.
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- The [[createObject]] function can also create non-dynamic objects, but for optimization reasons **it is recommended to spawn [Buildings](/reference/building) when creating static objects that don't rely on the [[Dimension]] system** (buildings don't use the same MTA object-streaming system).
Copy file name to clipboardExpand all lines: elements/Entity/ped.yaml
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The word "ped" is short for "pedestrian" and describes any person in GTA, be it a player or an NPC character. (And even though "pedestrian" doesn't technically apply to people that drive, they still fall under this name)
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The [createPed](/createPed) function specifically creates an NPC, but all other ped functions work on both players and NPC's as they're pretty much the same thing to San Andreas.
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The [[createPed]] function specifically creates an NPC, but all other ped functions work on both players and NPC's as they're pretty much the same thing to San Andreas.
The projectile class represents the projectiles of certain weapons that are created when the weapon is fired. Alternatively these can be created using [createProjectile](/createProjectile).
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**16: Grenade**
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**17: Tear Gas Grenade**
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**18: Molotov**
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**19: Rocket (simple)**
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**20: Rocket (heat seeking)**
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**21: Air Bomb**
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**39: Satchel Charge**
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**58: Flare from Hydra**
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The projectile class represents the projectiles of certain weapons that are created when the weapon is fired. Alternatively these can be created using [[createProjectile]].
Copy file name to clipboardExpand all lines: elements/Entity/water.yaml
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In San Andreas, the water in the game world (rivers, lakes, seas) is defined through a large number of water polygons, which can be quadrilateral or triangular.
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A water element represents one such polygon. You can create water elements using [createWater](/createWater).
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A water element represents one such polygon. You can create water elements using [[createWater]].
The Weapon class represents a custom static weapon. Weapon elements created by [createWeapon](/createWeapon) can be manipulated with the following scripting functions.
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The Weapon class represents a custom static weapon. Weapon elements created by [[createWeapon]] can be manipulated with the following scripting functions.
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