Object
A model placed in the world by the server. It is removed when its creating resource stops or its parent is removed. It stays still and no client can break it until the server moves it. Reads and actions return nil, err once it is gone.
Object:id
Returns id integer
Object:model
Returns model integer|nil, err string|nil
Object:position
Returns the current position, including during a movement; while attached, returns the offset from the parent.
Returns x_or_nil number|nil, y_or_err number|string|nil, z number|nil
Object:rotation
Returns the current rotation in degrees; while attached, it is relative to the parent.
Returns rx_or_nil number|nil, ry_or_err number|string|nil, rz number|nil
Object:is_moving
Returns moving boolean|nil, err string|nil
Object:is_broken
Returns broken boolean|nil, err string|nil
Object:set_broken
Breaks the object on every client at once, with the game's own debris, or restores it. Nothing else breaks an object: shots, explosions and vehicles leave it intact, and the gamemode decides, for example from hit_object of player_weapon_fire. Breaking never causes an explosion; for a barrel's blast, call dlmp.create_explosion. A broken object stays in the world without collision: shots pass through it, it can still move and carry objects, and players who arrive later see it broken. Fails for a model the game never breaks and for an object on a bone. Setting the current state succeeds and sends nothing.
Parameters
onboolean
Returns ok boolean|nil, err string|nil
Object:set_position
Moves the object instantly and ends any movement without raising object_move_end. While attached, sets the offset from the parent.
Parameters
xnumberynumberznumber
Returns ok boolean|nil, err string|nil
Object:set_rotation
Rotates the object instantly and ends any movement without raising object_move_end.
Parameters
rxnumber— Degrees, -3600..3600.rynumberrznumber
Returns ok boolean|nil, err string|nil
Object:move
Moves the object at constant speed from its current position, replacing any running movement, and raises object_move_end when done. A player standing on it moves with it. Fails while attached or above 100 m/s.
Parameters
xnumberynumberznumberduration_msinteger— 1..3600000rx(optional)number— Target rotation in degrees; if omitted, the rotation does not change.ry(optional)numberrz(optional)number
Returns ok boolean|nil, err string|nil
Object:stop
Stops the object where it is, without raising object_move_end.
Returns ok boolean|nil, err string|nil
Object:attach
Attaches the object to a player (at the body's root; attach_bone attaches to a bone), a vehicle or an object, and the object takes the parent's scope. It stays attached through death and respawn; removing the parent removes the object. Ends any movement. Fails for a chain deeper than 8 levels, an attachment to itself, or a parent on a bone.
Parameters
parentPlayer|Vehicle|Objectx(optional)number— Offset; defaults to 0, up to 1000 on each axis.y(optional)numberz(optional)numberrx(optional)number— Rotation relative to the parent in degrees; defaults to 0.ry(optional)numberrz(optional)number
Returns ok boolean|nil, err string|nil
Object:attach_bone
Attaches the object to a bone of the player's body: it follows that bone through every animation and stays attached through death, respawn and skin changes. The offset and rotation are in the bone's frame. Only clients know where the bone is, so the server streams the object and detaches it at the player's root. An object on a bone cannot carry objects. Ends any movement. Fails for an unknown bone.
Parameters
playerPlayerbonePedBonex(optional)number— Offset in meters; defaults to 0, up to 1000 on each axis.y(optional)numberz(optional)numberrx(optional)number— Rotation relative to the bone in degrees; defaults to 0.ry(optional)numberrz(optional)number
Returns ok boolean|nil, err string|nil
PedBone
One of: "spine", "head", "neck", "left_clavicle", "right_clavicle", "left_upper_arm", "right_upper_arm", "left_forearm", "right_forearm", "left_hand", "right_hand", "left_thigh", "right_thigh", "left_calf", "right_calf", "left_foot", "right_foot"
Object:detach
Detaches the object in place, keeping its world position and rotation; it stays in the parent's scope.
Returns ok boolean|nil, err string|nil
Object:attach_in_place
Attaches the object in place: the offset and rotation are chosen to keep its current pose in the world.
Parameters
Returns ok boolean|nil, err string|nil
