World and CullZone¶
World¶
server.world(id). Worlds share world 0's time and weather until given
their own.
id |
|
population |
Get/set (partial): see below. |
synced |
Follows world 0's time and weather; set true to rejoin it. |
time |
{ hour, minute, frozen } get, { hour, minute } set. |
freezeTime(), unfreezeTime() |
|
weather |
Weather, or Weather.GameCycle (each game's own). |
view(target, visible?) |
This world sees target (one way). |
Population¶
| Field | Default | |
|---|---|---|
peds |
false | Peds on foot. |
traffic |
false | Cars with drivers. |
density |
1 | 0-3; 1 is single-player's. |
gangs |
false | Gang members and cars in their territories. |
police |
false | Patrols, and response to wanted players. Off: no cop ever appears. |
ambulance |
false | Medics sent to the injured. |
fire |
false | Fire trucks sent to fires. |
wanted |
false | Crimes make players wanted as in single-player. |
CullZone¶
server.createCullZone({ min, max, world?, audio?, attributes?, mirror? })
| Option | |
|---|---|
min, max |
An axis-aligned box. |
world |
Default: every world. |
audio |
AudioZone: interior music and ambience. |
attributes |
ZoneAttribute bits: NoRain, CameraCloseIn, NoPolice, ... |
mirror |
{ axis: 0 \| 1 \| 2, sign: 1 \| -1, coord }: a mirror plane. |
zone.exists, zone.destroy().