Graphics::addDecal

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thanks to JulioNIB for figuring out the parameters.

decal types:

public enum DecalTypes
{
splatters_blood = 1010,
splatters_blood_dir = 1015,
splatters_blood_mist = 1017,
splatters_mud = 1020,
splatters_paint = 1030,
splatters_water = 1040,
splatters_water_hydrant = 1050,
splatters_blood2 = 1110,
weapImpact_metal = 4010,
weapImpact_concrete = 4020,
weapImpact_mattress = 4030,
weapImpact_mud = 4032,
weapImpact_wood = 4050,
weapImpact_sand = 4053,
weapImpact_cardboard = 4040,
weapImpact_melee_glass = 4100,
weapImpact_glass_blood = 4102,
weapImpact_glass_blood2 = 4104,
weapImpact_shotgun_paper = 4200,
weapImpact_shotgun_mattress,
weapImpact_shotgun_metal,
weapImpact_shotgun_wood,
weapImpact_shotgun_dirt,
weapImpact_shotgun_tvscreen,
weapImpact_shotgun_tvscreen2,
weapImpact_shotgun_tvscreen3,
weapImpact_melee_concrete = 4310,
weapImpact_melee_wood = 4312,
weapImpact_melee_metal = 4314,
burn1 = 4421,
burn2,
burn3,
burn4,
burn5,
bang_concrete_bang = 5000,
bang_concrete_bang2,
bang_bullet_bang,
bang_bullet_bang2 = 5004,
bang_glass = 5031,
bang_glass2,
solidPool_water = 9000,
solidPool_blood,
solidPool_oil,
solidPool_petrol,
solidPool_mud,
porousPool_water,
porousPool_blood,
porousPool_oil,
porousPool_petrol,
porousPool_mud,
porousPool_water_ped_drip,
liquidTrail_water = 9050
}

Syntax

mp.game.graphics.addDecal(decaltype, x, y, z, dirX, dirY, dirZ,p7, p8, p9, width, height, rCoef, gCoef, bCoef, opacity, timeout, p17, p18, p19);

Required Arguments

  • decaltype: string(to be checked)
  • x: float
  • y: float
  • z: float
  • dirX: float
  • dirY: float
  • dirZ: float
  • p7: float
  • p8: float
  • p9: float
  • width: float
  • height: float
  • rCoef: float
  • gCoef: float
  • bCoef: float
  • opacity: float
  • timeout: float
  • p17: Boolean
  • p18: Boolean
  • p19: Boolean

Return value

  • int

Example

// Will create a large red blood splatter on the ground at x,y,z
mp.game.graphics.addDecal(1110 /*splatters_blood2 */ , x, y, z, 0 /*dirX*/ , 0 /*dirY*/ , -1 /*dirZ*/ , 0, 1, 0, 4 /*width*/ , 4 /*height*/ , 255, 0.1, 0.1, 1.0, 150.0, false, false, false);

See also