openclonk/docs/sdk/script/fn/SetMeshMaterial.xml

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XML

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
<func>
<title>SetMeshMaterial</title>
<category>Objects</category>
<subcat>Display</subcat>
<version>5.1 OC</version>
<syntax>
<rtype>bool</rtype>
<params>
<param>
<type>string</type>
<name>material</name>
<desc>Name of the material to set. It needs to be loaded at engine startup, i.e. it needs to be defined in a *.material file being located in an object that was loaded.</desc>
</param>
<param>
<type>int</type>
<name>submesh</name>
<desc>If the mesh is composed of multiple submeshes then this parameter can be used to specify the submesh whose material is to be changed.</desc>
<optional />
</param>
</params>
</syntax>
<desc>Changes the material of the calling object's mesh at runtime.</desc>
<examples>
<example>
<code><funclink>SetMeshMaterial</funclink>(&quot;Clonk_Body_EyesClosed&quot;);
<funclink>Schedule</funclink>(&quot;SetMeshMaterial(\&quot;Clonk_Body\&quot;)&quot;, 5);</code>
<text>Makes a clonk blink.</text>
</example>
</examples>
<related><funclink>GetMeshMaterial</funclink></related>
</func>
<author>Clonk-Karl</author><date>2010-04</date>
</funcs>