er2.createConquestProp 8
Places a map prop in the world at runtime: crates, radios, sandbags, anything that is scenery rather than a vehicle.The prop is local and is not synchronised. Call this on every client with identical values, exactly as you would for createSpawn, or players will not see the same battlefield. Scenery has no shared state, so putting it on the network would be traffic spent for nothing.Vehicles are rejected on purpose: for those use spawnConquestVehicle.
Return value
| Return Type | Description |
|---|---|
| void | True if the request was accepted. The prop itself is loaded asynchronously, so a true here means "id is valid and work has started", not "it is already on the ground". False means the id is unknown or points at a vehicle. |
Parameters
| Parameter | Type | Description |
|---|---|---|
| 1 | string | The prop to place, using the keys of the prop database. Vehicle ids are refused here. |
| 2 | void | Where to put it, in world coordinates. Nothing is clamped to the ground: pass the height you want, using er2.getTerrainHeight if you want it to sit on the terrain. |
| 3 | void | Rotation in Euler degrees. Use vec3(0, angle, 0) to just turn it on the spot. |
Examples
No examples available.
