SimObject
General game-object.
Examples:
Objects Iteration:
Properties:
Static Functions:
.Create
SimObject.Create(model: Hash, coords: Vector3, rotation: Vector3)
: SimObject
model
Hash
-
coords
Vector3
Position of new Object
rotation
Vector3
Rotation of new Object
Returns SimObject when successfully created.
.GetHead
SimObject.GetHead()
: SimObject
Returns first SimObject in ObjectsTree.
.GetNext
SimObject.GetNext()
: SimObject
Returns next SimObject from ObjectsTree.
Functions:
.SetDestroyOnUnload
SimObject.SetDestroyOnUnload(toggle: boolean)
toggle
boolean
-
You can toggle if the current SimObject should be destroyed when script gets unloaded.
When you create any SimObject by default it will be set to be destroyed on unload, but you can override it by calling this function with toggle value to false.
.Destroy
SimObject.Destroy()
Destroys a SimObject. Please note SimObject
will not become null.
.Restore
SimObject.Restore()
Restores all suspended components.
.Suspend
SimObject.Suspend()
Suspends all components. Note: some certain Objects will need to be suspend each OnGameUpdate.
.GetName
SimObject.GetName()
: Hash
Returns a SimObject name as hash.
.GetPropertyName
SimObject.GetPropertyName()
: Hash
Returns a SimObject property name as hash, this is basically the model hash you use for creating SimObject.
.GetType
SimObject:GetType()
: SimObjectType
.GetPosition
SimObject.GetPosition()
: Vector3
.SetPosition
SimObject.SetPosition(coords: Vector3)
coords
Vector3
World coordinates
.GetRotation
SimObject.GetRotation()
: Vector3
.SetRotation
SimObject.SetRotation(euler: Vector3)
euler
Vector3
Rotation in euler
Attachment Functions:
.GetAttachmentCount
SimObject.GetAttachmentCount()
: integer
Returns count of attached SimObjects to current SimObject.
.GetAttachments
SimObject.GetAttachments()
: array[SimObject]
Returns array of SimObjects that are attached to current SimObject.
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