(modelid, Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ, Float:DrawDistance = 0.0)
modelid
The Model to create.
Float:X
The X coordinate to create the object at.
Float:Y
The Y coordinate to create the object at.
Float:Z
The Z coordinate to create the object at.
Float:rX
The X rotation of the object.
Float:rY
The Y rotation of the object.
Float:rZ
The Z rotation of the object.
Float:DrawDistance
(optional) The distance that San Andreas renders objects at. 0.0 will cause objects to render at their default distances. Usable since 0.3b. Limited to 300 prior to 0.3x.
public OnGameModeInit()
{
CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0); // Object will render at its default distance.
CreateObject(2587, 2001.195679, 1547.113892, 14.283400, 0.0, 0.0, 96.0, 300.0); // Object will render at 300.0 units.
return 1;
}
Note:
Objects that emit light (lampposts, police lights, bollard lights, neons etc.) that have a greater rotation than 16.26 degrees (or -16.26) on either the X or Y axis will stop shining. This effect also applies to light objects attached to other objects, players and vehicles. If a light object is attached to a car and the car is rotated over 16.26 degrees (like in a rollover), the object will also stop emitting light. This is a GTA:SA issue and is not caused by a bug in SA-MP.In case the light is attached to another object, one fix for this is to set SyncRotation to false in AttachObjectToObject. This will ensure the light stays at 0 rotation. This would only really work for objects that consist ONLY of light, so wouldn't work for the police light for example.
Note: There is a limit of 1000 objects (MAX_OBJECTS). To circumvent this limit, you can use a streamer.