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add more elements
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assets/server_console_help.jpg

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elements/blip.yaml

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name: 'blip'
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description: |
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The blip class represents small icons or blips that can be shown on a player's radar.
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The element type of this class is **"blip"**.
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The list of blip icons are available on the [Radar Blips](/radar_blips) page.
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TODO
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see_also:
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- 'category:Blip functions'
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- 'category:Blip events'

elements/building.yaml

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name: 'building'
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description: |
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The building class represents static 3D models in the GTA world.
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The element type of this class is **"building"**.
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TODO
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notes:
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- |
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There is a distinction in GTA: San Andreas between static and dynamic models (these use a separate streaming system). Examples of buildings include building models, roads, and terrain. Objects created as [Buildings](/building) can contain **glass** and **shadows**, unlike those created as [Objects](/building) (which are missing these features).
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Buildings can be created with dynamic object model IDs, but they won't have any physical interaction. For example, [object ID 1502 (Gen_doorINT04)](https://dev.prineside.com/en/gtasa_samp_model_id/model/1502-Gen_doorINT04/) is a door that can only be opened if created with [createObject](/createObject).
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Using buildings for mapping is more optimized than using objects. Gains in FPS can be noticed in areas where a lot of objects were replaced with buildings of this new system.
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Buildings can only be created inside regular GTA:SA Map Boundaries (X between -3000 and 3000; Y between -3000 and 3000). Use [createObject](/createObject) to spawn objects outside these normal limits. **This limitation is probably going to stop existing in the near future.**
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Created buildings can have **LOD models**. The procedure is as follows: spawn the LOD building using [createBuilding](/createBuilding), then use [setLowLODElement](/setLowLODElement) to associate it with the non-LOD building element you created beforehand. LOD model distance changed with [engineSetModelLODDistance](/engineSetModelLODDistance) works for buildings.
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Buildings cannot appear in certain a [dimension](/dimension), and not show in others. Function [setElementDimension](/setElementDimension) returns false on any building. A building is created in a specific [interior world](/interior) (such as 0, the main world), like the default GTA:SA landscape objects. **All buildings appear in EVERY DIMENSION.**
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see_also:
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- 'category:Building functions'
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- 'category:Building events'

elements/camera.yaml

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name: 'camera'
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description: |
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The camera class represents the local player camera rendering the game to the screen.
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The element type of this class is **"camera"**.
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TODO
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see_also:
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- 'category:Camera functions'
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- 'category:Camera events'

elements/col.yaml

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name: 'col'
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description: |
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The COL class represents a RenderWare Collision File (.col) loaded by the client, which can be imported into a custom model to define its collisions.
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A .col file can contain one or more collision models. Normally, San Andreas assigns each collision model in a file to a geometry model through the model name that is embedded in the collision model.
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However in MTA, you can assign any .col file to any model ID; the names are ignored. To prevent loading multiple collision models into one model ID, MTA only loads the first collision model of a .col file and ignores the rest.
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Therefore, if you have a .col file containing multiple collision models, you will need to split it into multiple files, with one model per file, and then load and import each of those files using the appropriate scripting functions.
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To split a .col file into multiple files, you can use [CollEditor2](http://www.steve-m.com/downloads/tools/colleditor2/).
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Collision data can also be embedded in DFF files. At the moment, vehicle collision replacement works with DFF embedded collisions only.
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The element type of this class is **"col"**.
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TODO
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see_also:
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- 'category:Col functions'
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- 'category:Col events'

elements/collision_shape.yaml

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name: 'collision_shape'
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description: |
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The collision shape class represents invisible collision detection shapes that can be created in the GTA world. Collision shapes are typically used to detect physical entities moving through them and perform actions when they do.
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The element type for this class is **"colshape"**.
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TODO
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see_also:
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- 'category:Collision_shape functions'
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- 'category:Collision_shape events'

elements/console.yaml

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name: 'console'
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description: |
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The Server Console class represents the server console.
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The element type of this class is **"console"**.
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In the server console you can use many different commands, affecting the players using the server. Please note that only console commands can be used, and that some commands can not be used through the in-game client console, only through the Server Console.
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You can view all latest available server console commands by entering **"help"** into the server console window.
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TODO
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preview_images:
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- path: '/assets/server_console_help.jpg'
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description: 'Help output inside server console:'
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see_also:
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- 'category:Console functions'
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- 'category:Console events'

elements/dff.yaml

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name: 'dff'
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description: |
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The DFF class represents a RenderWare Model File (DFF) loaded by the client, which can be used to replace the model associated to a certain model ID. After this has been done, the custom model is applied to all newly created entities from that ID.
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Collision data can also be embedded in DFF files. At the moment, vehicle collision replacement works with DFF embedded collisions only.
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The element type of this class is **"dff"**.
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TODO
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see_also:
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- 'category:Dff functions'
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- 'category:Dff events'

elements/effect.yaml

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name: 'effect'
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description: |
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The Effect class represents custom effect elements in the game world such as smoke, sparks, fire etc.
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The element type of this class is **"effect"**.
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TODO: add all the effects as a table...
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see_also:
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- 'category:Effect functions'
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- 'category:Effect events'

elements/light.yaml

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name: 'light'
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description: |
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The light class represents colored, 3D lights in the GTA world. There are a couple different types of lights, which are point lights, spot lights and dark lights.
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The element type of this class is **"light"**.
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TODO
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see_also:
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- 'category:Light functions'
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- 'category:Light events'

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