GetVehicleComponentRotation: Difference between revisions

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__NOTOC__
__NOTOC__
{{Client function}}
{{Client function}}
This function get component rotation for [[vehicle]].
This function gets the component rotation of a [[vehicle]].
{{Note|Before r6974 the component rotations went the wrong way (i.e. opposite to the vehicle rotations). This has been corrected, so you'll have to modify any scripts written before r6974 that use this function.}}
{{Note|Before r6974 the component rotations went the wrong way (i.e. opposite to the vehicle rotations). This has been corrected, so you'll have to modify any scripts written before r6974 that use this function.}}


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===Required Arguments===  
===Required Arguments===  
*'''theVehicle:''' The [[vehicle]] you wish to get component rotation.
*'''theVehicle:''' The [[vehicle]] you wish to get component rotation of.
*'''theComponent:''' A [[Vehicle_Components|vehicle component]] (this is the frame name from the model file of the component you wish to modify)
*'''theComponent:''' A [[Vehicle_Components|vehicle component]] (this is the frame name from the model file of the component you wish to modify)


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{{New feature/item|3.0141|1.4.0|7013|
{{New feature/item|3.0141|1.4.0|7013|
*'''base:''' A string representing what the returned rotation is relative to. It can be one of the following values:
*'''base:''' A string representing what the returned rotation is relative to. It can be one of the following values:
**'''parent:''' The rotation is relative to the parent component.
**'''parent''' (default if not specified): The rotation is relative to the parent component.
**'''root:''' The rotation is relative to the root component.
**'''root''': The rotation is relative to the root component.
**'''world:''' The rotation is a world rotation.
**'''world''': The rotation is a world rotation, relative to the world's coordinates axes.
}}
}}



Latest revision as of 14:06, 5 July 2017

This function gets the component rotation of a vehicle.

[[{{{image}}}|link=|]] Note: Before r6974 the component rotations went the wrong way (i.e. opposite to the vehicle rotations). This has been corrected, so you'll have to modify any scripts written before r6974 that use this function.

Syntax

float, float, float getVehicleComponentRotation ( vehicle theVehicle, string theComponent [, string base = "parent"] )

OOP Syntax Help! I don't understand this!

Method: vehicle:getComponentRotation(...)
Counterpart: setVehicleComponentRotation


Required Arguments

  • theVehicle: The vehicle you wish to get component rotation of.
  • theComponent: A vehicle component (this is the frame name from the model file of the component you wish to modify)

Optional Arguments

  • base: A string representing what the returned rotation is relative to. It can be one of the following values:
    • parent (default if not specified): The rotation is relative to the parent component.
    • root: The rotation is relative to the root component.
    • world: The rotation is a world rotation, relative to the world's coordinates axes.

Returns

Returns three floats indicating the rotation of the component, x, y and z respectively.

Example

Example 1: This example would get the name and the position of the components and output it in the chat.

addCommandHandler("vcr", -- short for 'vehicle component rotation'
function()
     local theVeh = getPedOccupiedVehicle(localPlayer)
     if (theVeh) then
	 local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle
         for k in pairs (getComponent) do
	     local rx, ry, rz = getVehicleComponentRotation(theVeh, k)
             outputChatBox("Rotation of "..k.." is "..rx.." "..ry.." "..rz)
         end
     end
 end
)

Changelog

Version Description
1.4.0-9.07013 Added base argument

See Also