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> | ||
<poem> | |||
For constants provided by npc04relxx to be used with StartRecordingPlayerData, see [[Recording Flags]] |
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.
<poem> For constants provided by npc04relxx to be used with StartRecordingPlayerData, see Recording Flags