EngineRequestModel
From Multi Theft Auto: Wiki
FROM VERSION 1.5.7 r20147 ONWARDS
This function is used to assign the next available model ID to a certain element type. Currently only "ped" is supported.
Syntax
int engineRequestModel ( str elementType )
Required Arguments
- elementType: this must be "ped".
Returns
Returns an integer of the model ID that was available to be assigned to the element type, false if no free model ID available or invalid element type.
Example
This example creates a ped and then gives you the opportunity to change its model. If the resource stops, then the IDs allocated will be deallocated. Use /cap for creating the ped and /sap to skin the ped. You will need some skins added to a folder and to the meta.xml for /sap to work.
local peds = {} function createAllocatedPed() local x, y, z = getElementPosition(localPlayer) local id = engineRequestModel("ped") peds[id] = createPed(id, x+0.5, y, z+0.5) outputChatBox("New ped with ID "..id.." created.") end addCommandHandler("cap", createAllocatedPed, false, false) function skinAllocatedPeds() local txd, dff; for id,ped in pairs(peds) do if fileExists("skins/" .. id .. ".txd") and fileExists("skins/" .. id .. ".dff") then txd = engineLoadTXD("skins/" .. id .. ".txd") engineImportTXD(txd, id) dff = engineLoadDFF("skins/" .. id .. ".dff") engineReplaceModel(dff, id) outputChatBox("Model ID "..id.." changed correctly.") else outputChatBox("Model ID "..id.." couldn't change. REASON: skins/" .. id .. ".txd or skins/" .. id .. ".dff does not exist.") end end end addCommandHandler("sap", skinAllocatedPeds, false, false) function onStop() for id,ped in pairs(peds) do engineFreeModel(id) end end addEventHandler("onClientResourceStop", resourceRoot, onStop)
See Also
- engineApplyShaderToWorldTexture
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
FROM VERSION 1.5.7 r19626 ONWARDS
FROM VERSION 1.5.7 r20147 ONWARDS
- engineGetModelTextureNames
- engineGetVisibleTextureNames
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIFP
- engineLoadTXD
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreModel
- engineSetAsynchronousLoading
- engineSetModelLODDistance
- engineSetSurfaceProperties
- engineGetSurfaceProperties
- engineResetSurfaceProperties