| Property | Value |
|---|---|
| Native Name | CREATE_OBJECT |
| Hash | 0x509D5878EB39E842 |
| Return Type | Object |
| Parameters | modelHash (Hash), x (float), y (float), z (float), isNetwork (BOOL), netMissionEntity (BOOL), doorFlag (BOOL) |
Description: Creates an object (prop) with the specified model at the specified position, offset on the Z axis by the radius of the object's model. 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
modelHash(Hash) — The model to spawn.x(float) — Spawn coordinate X component.y(float) — Spawn coordinate Y component.z(float) — Spawn coordinate Z component, 'ground level'.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.
Examples
local modelHash = `prop_weed_01` -- The ` return the jenkins hash of a string. see more at: https://cookbook.fivem.net/2019/06/23/lua-support-for-compile-time-jenkins-hashes/
if not HasModelLoaded(modelHash) then
-- If the model isnt loaded we request the loading of the model and wait that the model is loaded
RequestModel(modelHash)
while not HasModelLoaded(modelHash) do
Citizen.Wait(1)
end
end
-- At this moment the model its loaded, so now we can create the object
local obj = CreateObject(modelHash, vector3(0.0, 0.0, 0.0), true)
async function Main() {
const modelHash = GetHashKey("prop_weed_01");
if (!HasModelLoaded(modelHash)) {
// If the model isnt loaded we request the loading of the model and wait that the model is loaded
RequestModel(modelHash);
do {
new Promise(resolve => setTimeout(resolve, 100));
} while (!HasModelLoaded(modelHash));
}
// At this moment the model its loaded, so now we can create the object
let [x, y, z] = GetEntityCoords(PlayerPedId());
const obj = CreateObject(modelHash, x, y, z, true);
}
Main();