Play Flags: Difference between revisions
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<source inline>PLAY_AVOID_OBJECTSHOT_WEAPONCHECK</source> will not raise error, if the weapon with object was shot is not available to npc. It simply send the packet. | <source inline>PLAY_AVOID_OBJECTSHOT_WEAPONCHECK</source> will not raise error, if the weapon with object was shot is not available to npc. It simply send the packet. | ||
</poem> | </poem> | ||
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For constants provided by npc04relxx to be used with [[StartRecordingPlayerData]], see [[Recording Flags]]</poem> |
Latest revision as of 16:01, 26 January 2024
This function was added in v1.8 beta and will not work on previous versions.
This flags only work with PLAYER_RECORDING_TYPE_ALL
PLAY_IGNORE_PASSENGER_HEALTH 1 PLAY_IGNORE_SEATID 2 PLAY_IGNORE_VEHMODEL 4 PLAY_IGNORE_VEHICLEID 8 PLAY_IGNORE_CHECKPOINTS 16 PLAY_IGNORE_CHECKPOINT_POSITIONS 32 PLAY_IGNORE_UNSTREAMED_PICKUPS 64 PLAY_IGNORE_PICKUP_MODEL 128 PLAY_IGNORE_UNSTREAMED_OBJECTS 256 PLAY_IGNORE_OBJECT_MODEL 512 PLAY_AVOID_OBJECTSHOT_WEAPONCHECK 1024
If PLAY_IGNORE_PASSENGER_HEALTH
is used, then the health and armour present inside the passenger data of rec file will not be used.
If PLAY_IGNORE_VEHMODEL
will not raise error if vehicle model inside rec file is different from that of the server now. Models are checked using vehicle IDs.
PLAY_IGNORE_CHECKPOINTS
will not stop the playback if the checkpoint with the ID in rec file is not found/streamed in. If PLAY_IGNORE_CHECKPOINT_POSITIONS
is used, then position of checkpoint will not be checked against that in rec file.
PLAY_AVOID_OBJECTSHOT_WEAPONCHECK
will not raise error, if the weapon with object was shot is not available to npc. It simply send the packet.
For constants provided by npc04relxx to be used with StartRecordingPlayerData, see Recording Flags