IsElementOnScreen: Difference between revisions
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===Returns=== | ===Returns=== | ||
Returns ''true'' if element is on screen, ''false'' if not. | Returns ''true'' if element is on screen, ''false'' if not. | ||
==Issues== | |||
{{Issues| | |||
{{Issue|3510|isElementOnScreen doesn't work for markers}} | |||
}} | |||
==Example== | ==Example== | ||
This function will check if you can see your killer when you die. | This function will check if you can see your killer when you die. | ||
Revision as of 13:55, 10 August 2013
This function will check if an element is on the screen. Elements behind objects but still in the camera view count as being on screen.
This function is particularly useful for detecting if dynamic objects are in "destroyed" state. Destroyed objects will return false.
Syntax
bool isElementOnScreen ( element theElement )
Required Arguments
- theElement: The element of which you wish to check wether it's being rendered on screen.
Returns
Returns true if element is on screen, false if not.
Issues
| Issue ID | Description |
|---|---|
| #3510 | isElementOnScreen doesn't work for markers |
Example
This function will check if you can see your killer when you die.
function player_Wasted ( killer, weapon, bodypart )
-- if there even was a killer and the killer isn't the killed player itself
if ( killer ) and ( killer ~= source ) then
-- there was a killer
if ( isElementOnScreen ( killer ) ) then
-- the killer was on screen
outputChatBox ( "You can still see your killer!", 255, 0, 0 )
else
-- the killer was not on screen
outputChatBox ( "You can not see your killer!", 255, 0, 0 )
end
end
end
-- call player_Wasted when only the local player dies
addEventHandler ( "onClientPlayerWasted", localPlayer, player_Wasted )
See Also
- getElementBoneMatrix
- getElementBonePosition
- getElementBoneRotation
- getElementBoundingBox
- getElementDistanceFromCentreOfMassToBaseOfModel
- getElementLighting
- getElementRadius
- isElementCollidableWith
- isElementLocal
- isElementOnScreen
- isElementStreamable
- isElementStreamedIn
- isElementSyncer
- isElementWaitingForGroundToLoad
- setElementBoneMatrix
- setElementBonePosition
- setElementBoneRotation
- setElementCollidableWith
- setElementStreamable
- updateElementRpHAnim
- Shared
- attachElements
- createElement
- destroyElement
- detachElements
- getAttachedElements
- getElementAlpha
- getElementAttachedOffsets
- getElementAttachedTo
- getElementByIndex
- getElementByID
- getElementChild
- getElementChildren
- getElementChildrenCount
- getElementCollisionsEnabled
- getElementColShape
- getElementData
- getAllElementData
- hasElementData
- getElementDimension
- getElementHealth
- getElementID
- getElementInterior
- getElementMatrix
- getElementModel
- getElementParent
- getElementPosition
- getElementRotation
- getElementsByType
- getElementsWithinColShape
- getElementsWithinRange
- getElementType
- getElementVelocity
- getLowLODElement
- getRootElement
- isElement
- isElementAttached
- isElementCallPropagationEnabled
- isElementDoubleSided
- isElementFrozen
- isElementInWater
- isElementLowLOD
- isElementWithinColShape
- isElementWithinMarker
- setElementAlpha
- setElementAngularVelocity
- getElementAngularVelocity
- setElementAttachedOffsets
- setElementCallPropagationEnabled
- setElementCollisionsEnabled
- setElementData
- setElementDimension
- setElementDoubleSided
- setElementFrozen
- setElementHealth
- setElementID
- setElementInterior
- setElementModel
- setElementParent
- setElementPosition
- setElementRotation
- setElementVelocity
- setLowLODElement