AttachElements: Difference between revisions

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This is not compatible with all elements.  The following elements are compatible:
This is not compatible with all elements.  The following elements are compatible:
* [[Marker]]s
* [[Ped]]s
* [[Player]]s
* [[Blip]]s
* [[Blip]]s
* [[Vehicle]]s
* [[Object]]s
* [[Object]]s
* [[Player]]s
* [[Marker]]s
* [[Vehicle]]s
* [[Pickup]]s
* [[Sound]]s
* [[Sound]]s
* [[Colshape]]s
* [[Colshape]]s
* [[createWeapon|Weapons]]
* [[Camera]]s
* [[Camera]]s
* [[createWeapon|Weapons]]


'''Note:''' The offset coodinates reflect the object space, not the world space. This means that you cannot calculate the exact offsets between two objects by pre-positioning them in the map editor as a reference. Please see [[attachElementsOffsets]] for more details.
{{Note|
 
*The offset coodinates reflect the object space, not the world space. This means that you cannot calculate the exact offsets between two objects by pre-positioning them in the map editor as a reference. Please see [[attachElementsOffsets]] for more details.
'''Note #2:''' Due to a limitation in GTA, unexpected attach rotations may occur if all rotation offsets are non-zero. (i.e. Try to ensure at least one of 'xRotOffset', 'yRotOffset' or 'zRotOffset' is zero)
*Due to a limitation in GTA, unexpected attach rotations may occur if all rotation offsets are non-zero. (i.e. Try to ensure at least one of 'xRotOffset', 'yRotOffset' or 'zRotOffset' is zero).}}


==Syntax==  
==Syntax==  
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==See Also==
==See Also==
{{Element functions}}
{{Element functions}}
[[en:attachElements]]
[[ru:attachElements]]

Latest revision as of 19:46, 15 April 2021

This function attaches one element to another, so that the first one follows the second whenever it moves.

If an attempt is made to attach two elements that are already attached the opposite way (eg theElement becomes theAttachToElement and vice versa), the 1st attachment order is automatically detached in favor of the 2nd attachment order. For example, if carA was attached to carB, now carB is attached to carA. Also, an element cannot be attached to two separate elements at one time. For example, two cars can be attached to one single car, but one single car cannot be attached to two separate cars. If you attempt to do this, the existing attachment will automatically be dropped in favor of the new attachment. For example, if carA is asked to attached to carB then carC, it is only attached to carC.

This is not compatible with all elements. The following elements are compatible:

[[{{{image}}}|link=|]] Note:
  • The offset coodinates reflect the object space, not the world space. This means that you cannot calculate the exact offsets between two objects by pre-positioning them in the map editor as a reference. Please see attachElementsOffsets for more details.
  • Due to a limitation in GTA, unexpected attach rotations may occur if all rotation offsets are non-zero. (i.e. Try to ensure at least one of 'xRotOffset', 'yRotOffset' or 'zRotOffset' is zero).

Syntax

bool attachElements ( element theElement, element theAttachToElement, [ float xPosOffset = 0, float yPosOffset = 0, float zPosOffset = 0, float xRotOffset = 0, float yRotOffset = 0, float zRotOffset = 0 ] )

OOP Syntax Help! I don't understand this!

Method: element:attach(...)
Counterpart: detachElements


Required Arguments

  • theElement: The element to be attached.
  • theAttachToElement: The element to attach the first to.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • xPosOffset: The x offset, if you want the elements to be a certain distance from one another (default 0).
  • yPosOffset: The y offset (default 0).
  • zPosOffset: The z offset (default 0).
  • xRotOffset: The x rotation offset (default 0).
  • yRotOffset: The y rotation offset (default 0).
  • zRotOffset: The z rotation offset (default 0).

Returns

Returns true if the attaching process was successful, false otherwise.

Example

Click to collapse [-]
Server

Example 1: This example attaches a marker to the player who steals the Mr. Whoopee:

-- create the vehicle
local vehicleMrWhoopee = createVehicle ( 423, 237.472, -54.225, 1.518, 0, 354.488, 0 )

function onMrWhoopeeEnter ( thePlayer, seat, jackedPlayer )
    outputChatBox ( getPlayerName ( thePlayer ) .. " stole the Whoopee!", root, 255, 0, 0 )
    -- create the marker to attach
    local arrowMarker = createMarker ( 0, 0, 0, "arrow", .75, 255, 0, 0, 170 )
    -- attach the marker to the player with a vertical offset of 2 units
    attachElements ( arrowMarker, thePlayer, 0, 0, 2 )
end

-- attach it to an event
addEventHandler ( "onVehicleEnter", vehicleMrWhoopee, onMrWhoopeeEnter )

Example 2: This function adds a tank on top of a player (for extra defense):

function tankHat ( source, commandName )
      local x, y, z = getElementPosition ( source ) --Get the players position
      local tank = createVehicle ( 432, x, y, z + 5 ) --Create a tank
      attachElements ( tank, source, 0, 0, 5 ) --Attach the tank to the player.
end
addCommandHandler ( "hat", tankHat )
Click to collapse [-]
Client

Example 3: This function adds a tank on top of a player (for extra defense), clientside. This means it will be invisible to other players.

function tankHat (commandName)
   local position = Vector3(getElementPosition (localPlayer)) -- Get the players position
   local tank = createVehicle ( 432, position.x, position.y, position.z + 5 ) -- Create a tank
   attachElements (tank,localPlayer, 0, 0, 5 ) -- Attach the tank to the player.
end
addCommandHandler( "hat", tankHat )

See Also