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Update elements page
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elements/Entity/blip.yaml

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description: |
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The blip class represents small icons or blips that can be shown on a player's radar.
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The list of blip icons are available on the [Radar Blips](/radar_blips) page.
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The list of blip icons are available on the [Radar Blips](/reference/ID_Lists/Blips) page.
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elements/Entity/building.yaml

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description: |
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The building class represents static 3D models in the GTA world.
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notes:
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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.**

elements/Entity/effect.yaml

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The Effect class represents custom effect elements in the game world such as smoke, sparks, fire etc.
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TODO all effects table
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Effects listed in the [Effect Types](/reference/ID_Lists/Effects) page can be created using the [[createEffect]] function.

elements/Entity/object.yaml

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description: |
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The object class represents dynamic and static 3D models placed in the GTA world.
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notes:
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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).

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.
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elements/Entity/projectile.yaml

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name: 'projectile'
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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](/createProjectile).
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notes:
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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]].

elements/Entity/radararea.yaml

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name: 'radararea'
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The radar area class represents coloured areas that can be displayed on a player's radar.
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see_also:
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- 'functions:any:RadarArea'
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- 'events:any:RadarArea'
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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]].
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elements/Entity/weapon.yaml

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name: 'weapon'
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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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