CreateObjectNoOffset
Docslocal retval = CreateObjectNoOffset(modelHash, x, y, z, isNetwork, netMissionEntity, doorFlag)Description
Creates an object (prop) with the specified model centered at the specified position.
This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).
Parameters
| Name | Type | Description |
|---|---|---|
modelHash | Hash | The model to spawn. |
x | float | Spawn coordinate X component. |
y | float | Spawn coordinate Y component. |
z | float | Spawn coordinate Z component. |
isNetwork | BOOL | Whether to create a network object for the object. If false, the object exists only locally. |
netMissionEntity | BOOL | Whether to register the object as pinned to the script host in the R\* network model. |
doorFlag | BOOL | False to create a door archetype (archetype flag bit 26 set) as a door. Required to be set to true to create door models in network mode. |
Quick Snippet: Get Coordinatesxyz
xyzAdd this command to your client script to retrieve precise locations in-game.
-- Add this to your client.lua. Type /pos in-game to copy coords.
RegisterCommand('pos', function()
local ped = PlayerPedId()
local coords = GetEntityCoords(ped)
local heading = GetEntityHeading(ped)
local output = string.format("vector4(%.2f, %.2f, %.2f, %.2f)", coords.x, coords.y, coords.z, heading)
print(output)
TriggerEvent('chat:addMessage', { args = { '^4[COORD]^0', output } })
end)Quick Snippet: Load Model HashmodelHash
modelHashModels must be loaded before use. This snippet handles requesting and releasing properly.
-- Properly load a model before spawning/using it
local modelName = "prop_barrel_01a" -- change to your model
local modelHash = GetHashKey(modelName)
RequestModel(modelHash)
while not HasModelLoaded(modelHash) do
Wait(0)
end
print("Model loaded: " .. modelName .. " (" .. modelHash .. ")")
-- Release when done:
-- SetModelAsNoLongerNeeded(modelHash)Returns
ObjectReturns an object handle.