Skip to content
samp-incognito edited this page Apr 20, 2019 · 48 revisions

HomeNatives

  • CreateDynamicObject
  • DestroyDynamicObject
  • IsValidDynamicObject
  • GetDynamicObjectPos
  • SetDynamicObjectPos
  • GetDynamicObjectRot
  • SetDynamicObjectRot
  • MoveDynamicObject
  • StopDynamicObject
  • IsDynamicObjectMoving
  • AttachCameraToDynamicObject
  • AttachDynamicObjectToObject
  • AttachDynamicObjectToPlayer
  • AttachDynamicObjectToVehicle
  • EditDynamicObject
  • IsDynamicObjectMaterialUsed
  • GetDynamicObjectMaterial
  • SetDynamicObjectMaterial
  • IsDynamicObjectMaterialTextUsed
  • GetDynamicObjectMaterialText
  • SetDynamicObjectMaterialText
  • GetPlayerCameraTargetDynObject
  • CreateDynamicPickup
  • DestroyDynamicPickup
  • IsValidDynamicPickup
  • CreateDynamicCP
  • DestroyDynamicCP
  • IsValidDynamicCP
  • IsPlayerInDynamicCP
  • GetPlayerVisibleDynamicCP
  • CreateDynamicRaceCP
  • DestroyDynamicRaceCP
  • IsValidDynamicRaceCP
  • IsPlayerInDynamicRaceCP
  • GetPlayerVisibleDynamicRaceCP
  • CreateDynamicMapIcon
  • DestroyDynamicMapIcon
  • IsValidDynamicMapIcon
  • CreateDynamic3DTextLabel
  • DestroyDynamic3DTextLabel
  • IsValidDynamic3DTextLabel
  • GetDynamic3DTextLabelText
  • UpdateDynamic3DTextLabelText
  • CreateDynamicCircle
  • CreateDynamicCylinder
  • CreateDynamicSphere
  • CreateDynamicRectangle
  • CreateDynamicCuboid
  • CreateDynamicPolygon
  • DestroyDynamicArea
  • IsValidDynamicArea
  • GetDynamicAreaType
  • GetDynamicPolygonPoints
  • GetDynamicPolygonNumberPoints
  • IsPlayerInDynamicArea
  • IsPlayerInAnyDynamicArea
  • IsAnyPlayerInDynamicArea
  • IsAnyPlayerInAnyDynamicArea
  • GetPlayerDynamicAreas
  • GetPlayerNumberDynamicAreas
  • IsPointInDynamicArea
  • IsPointInAnyDynamicArea
  • IsLineInDynamicArea
  • IsLineInAnyDynamicArea
  • GetDynamicAreasForPoint
  • GetNumberDynamicAreasForPoint
  • GetDynamicAreasForLine
  • GetNumberDynamicAreasForLine
  • AttachDynamicAreaToObject
  • AttachDynamicAreaToPlayer
  • AttachDynamicAreaToVehicle
  • ToggleDynAreaSpectateMode
  • IsToggleDynAreaSpectateMode
  • CreateDynamicActor
  • DestroyDynamicActor
  • IsValidDynamicActor
  • IsDynamicActorStreamedIn
  • GetDynamicActorVirtualWorld
  • SetDynamicActorVirtualWorld
  • GetDynamicActorAnimation
  • ApplyDynamicActorAnimation
  • ClearDynamicActorAnimations
  • GetDynamicActorFacingAngle
  • SetDynamicActorFacingAngle
  • GetDynamicActorPos
  • SetDynamicActorPos
  • GetDynamicActorHealth
  • SetDynamicActorHealth
  • SetDynamicActorInvulnerable
  • IsDynamicActorInvulnerable
  • GetPlayerTargetDynamicActor
  • GetPlayerCameraTargetDynActor
  • CreateDynamicObjectEx
  • CreateDynamicPickupEx
  • CreateDynamicCPEx
  • CreateDynamicRaceCPEx
  • CreateDynamicMapIconEx
  • CreateDynamic3DTextLabelEx
  • CreateDynamicCircleEx
  • CreateDynamicCylinderEx
  • CreateDynamicSphereEx
  • CreateDynamicRectangleEx
  • CreateDynamicCuboidEx
  • CreateDynamicPolygonEx
  • CreateDynamicActorEx

Notes

  • It is not recommended to use a high streaming distance for every item. This can drastically impact performance because it leads to more items being checked on each update. If an item's streaming distance exceeds that of the cell distance (600.0 by default), it also does not benefit from spatial indexing, which can lead to even worse performance. Only set high streaming distances for items which need to be visible from very far away (global map icons, for example).
  • Adding too many virtual worlds and interiors to items can lead to increased memory usage and decreased performance. Specifying -1 (all virtual worlds and interiors) actually ensures the best performance, because it eliminates the need to do a lookup when that item is checked on each update. Note that this does not apply to players since only a finite amount can be added.
  • The priority parameter can be any number. It is set to 0 by default. Items with higher priorities will always be streamed before items with lower priorities.
  • Specifying a negative streaming distance (setting streamdistance to -1.0) will make an item static. All distance checks are omitted on static items, meaning they will always be visible, and they will therefore take priority over non-static items. See Streamer_ToggleItemStatic for easily toggling this setting on existing items.