SetVehicleComponentPosition: Difference between revisions

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{{New feature/item|3.0131|1.3.1|4715|
{{New feature/item|3.0131|1.3.1|4715|
This function set component position for [[vehicle]].
This function sets the component position of a [[vehicle]].
}}
}}


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*'''theVehicle:''' The [[vehicle]] you wish to set component position.
*'''theVehicle:''' The [[vehicle]] you wish to set component position.
*'''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)
*'''posX:''' The x position of this component from the center of the vehicle.
*'''posX:''' The new x position of this component.
*'''posY:''' The y position of this component from the center of the vehicle.
*'''posY:''' The new y position of this component.
*'''posZ:''' The z position of this component from the center of the vehicle.
*'''posZ:''' The new z position of this component.


===Optional Arguments===  
===Optional Arguments===  
{{New feature/item|3.0141|1.4.0|7013|
{{New feature/item|3.0141|1.4.0|7013|
*'''base:''' A string representing what the supplied position is relative to. It can be one of the following values:
*'''base''': A string representing what the supplied position (''posX'', ''posY'', ''posZ'') is relative to. It can be one of the following values:
**'''parent:''' The position is relative to the parent component.
**'''parent''': The position is relative to the parent component.
**'''root:''' The position is relative to the root component.
**'''root''' (default if not specified): The position is relative to the root component.
**'''world:''' The position is a world position.
**'''world''': The position is a world position, relative to the world's center of coordinates.
}}
}}


===Returns===  
===Returns===  
Return ''true'' if component position was set successfully, ''false'' otherwise.
Returns ''true'' if component position was set successfully, ''false'' otherwise.


==Example==  
==Example==  

Latest revision as of 13:59, 5 July 2017

This function sets the component position of a vehicle.

Syntax

bool setVehicleComponentPosition ( vehicle theVehicle, string theComponent, float posX, float posY, float posZ [, string base = "root"] )

OOP Syntax Help! I don't understand this!

Method: vehicle:setComponentPosition(...)
Counterpart: getVehicleComponentPosition


Required Arguments

  • theVehicle: The vehicle you wish to set component position.
  • theComponent: A vehicle component (this is the frame name from the model file of the component you wish to modify)
  • posX: The new x position of this component.
  • posY: The new y position of this component.
  • posZ: The new z position of this component.

Optional Arguments

  • base: A string representing what the supplied position (posX, posY, posZ) is relative to. It can be one of the following values:
    • parent: The position is relative to the parent component.
    • root (default if not specified): The position is relative to the root component.
    • world: The position is a world position, relative to the world's center of coordinates.

Returns

Returns true if component position was set successfully, false otherwise.

Example

Example 1: This example would set the position of the component.

addCommandHandler("scp", -- short for 'set component position'
    function()
        local theVeh = getPedOccupiedVehicle(localPlayer)
	local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle
        if (theVeh) then
            for k in pairs (getComponent) do
		local x, y, z = getVehicleComponentPosition(theVeh, k) --get the position of the component
                setVehicleComponentPosition(theVeh, k, x+1, y+1, z+1) -- increases by 1 unit
            end
        end
    end
)

Changelog

Version Description
1.4.0-9.07013 Added base argument

See Also