CreateSearchLight: Difference between revisions
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(Documented the function introduced in r7675) |
(Added information about searchlight limit) |
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
{{New feature/item|3. | {{New feature/item|3.0152|1.5.2||This function creates a [[Element/Searchlight|searchlight]]. A [[Element/Searchlight|searchlight]] is a spotlight which looks like the one available in the Police Maverick.}} | ||
{{Tip|''You should only use this function when you are sure that the searchlight will point upwards or downwards''. Using them horizontally or almost horizontally will generate visual artifacts in the searchlight.}} | |||
==Syntax== | ==Syntax== | ||
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searchlight createSearchLight ( float startX, float startY, float startZ, float endX, float endY, float endZ, float startRadius, float endRadius [, bool renderSpot = true ] ) | searchlight createSearchLight ( float startX, float startY, float startZ, float endX, float endY, float endZ, float startRadius, float endRadius [, bool renderSpot = true ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[Element/Searchlight|SearchLight]] | {{OOP||[[Element/Searchlight|SearchLight]]}} | ||
===Required Arguments=== | ===Required Arguments=== | ||
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===Optional Arguments=== | ===Optional Arguments=== | ||
{{OptionalArg}} | |||
*'''renderSpot''': if ''true'', the searchlight will lighten the surface where it ends. | *'''renderSpot''': if ''true'', the searchlight will lighten the surface where it ends. | ||
===Returns=== | ===Returns=== | ||
If every argument is correct, this function returns a [[Element/Searchlight|searchlight element]]. Otherwise, it returns ''false''. | If every argument is correct and the limit of 1000 searchlights has not been reached, this function returns a [[Element/Searchlight|searchlight element]]. Otherwise, it returns ''false''. | ||
==Example== | ==Example== | ||
This example allows players to wear a helmet lantern, which can be toggled on or off by pressing O or using ''/togglelantern''. It uses createSearchLight to create the illumination effect. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- | local helmetLantern | ||
local function updateHelmetLantern() | |||
-- Calculate light properties | |||
local helmetPos, playerMatrix = Vector3(getPedBonePosition(localPlayer, 6)), getElementMatrix(localPlayer) | |||
local targetPos = Vector3(playerMatrix[4][1] + playerMatrix[2][1] * 3, playerMatrix[4][2] + playerMatrix[2][2] * 3, playerMatrix[4][3] + playerMatrix[2][3] * 3) | |||
-- If the searchlight we use for the effect doesn't exist, create it | |||
-- If it is already created, then simply update its start and end positions | |||
if not helmetLantern then | |||
helmetLantern = createSearchLight(helmetPos, targetPos, 0, 15) | |||
else | |||
setSearchLightStartPosition(helmetLantern, helmetPos) | |||
setSearchLightEndPosition(helmetLantern, targetPos) | |||
end | |||
end | |||
local function manageHelmetLantern() | |||
local helmetLanternOff = not helmetLantern | |||
playSoundFrontEnd(helmetLanternOff and 37 or 38) | |||
if helmetLanternOff then | |||
-- Let updateHelmetLantern take care of creating and updating the effect | |||
addEventHandler("onClientPreRender", root, updateHelmetLantern) | |||
else | |||
-- Stop updateHelmetLantern doing its job and clear variables | |||
removeEventHandler("onClientPreRender", root, updateHelmetLantern) | |||
destroyElement(helmetLantern) | |||
helmetLantern = nil | |||
end | |||
end | |||
-- Allow the player to turn the helmet lantern or on off by using /togglelantern or pressing O | |||
addCommandHandler("togglelantern", manageHelmetLantern) | |||
bindKey("o", "down", manageHelmetLantern) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See also== | ==See also== | ||
{{ | {{Client_searchlight_functions}} |
Latest revision as of 09:39, 4 June 2016
This function creates a searchlight. A searchlight is a spotlight which looks like the one available in the Police Maverick.
Tip: You should only use this function when you are sure that the searchlight will point upwards or downwards. Using them horizontally or almost horizontally will generate visual artifacts in the searchlight. |
Syntax
searchlight createSearchLight ( float startX, float startY, float startZ, float endX, float endY, float endZ, float startRadius, float endRadius [, bool renderSpot = true ] )
OOP Syntax Help! I don't understand this!
- Method: SearchLight(...)
Required Arguments
- startX: the X coordinate where the searchlight light cone will start.
- startY: the Y coordinate where the searchlight light cone will start.
- startZ: the Z coordinate where the searchlight light cone will start.
- endX: the X coordinate of the direction where the searchlight will point to.
- endY: the Y coordinate of the direction where the searchlight will point to.
- endZ: the Z coordinate of the direction where the searchlight will point to.
- startRadius: the radius of the searchlight's light cone in its beginning.
- endRadius: the radius of the searchlight's light cone in its end.
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.
- renderSpot: if true, the searchlight will lighten the surface where it ends.
Returns
If every argument is correct and the limit of 1000 searchlights has not been reached, this function returns a searchlight element. Otherwise, it returns false.
Example
This example allows players to wear a helmet lantern, which can be toggled on or off by pressing O or using /togglelantern. It uses createSearchLight to create the illumination effect.
local helmetLantern local function updateHelmetLantern() -- Calculate light properties local helmetPos, playerMatrix = Vector3(getPedBonePosition(localPlayer, 6)), getElementMatrix(localPlayer) local targetPos = Vector3(playerMatrix[4][1] + playerMatrix[2][1] * 3, playerMatrix[4][2] + playerMatrix[2][2] * 3, playerMatrix[4][3] + playerMatrix[2][3] * 3) -- If the searchlight we use for the effect doesn't exist, create it -- If it is already created, then simply update its start and end positions if not helmetLantern then helmetLantern = createSearchLight(helmetPos, targetPos, 0, 15) else setSearchLightStartPosition(helmetLantern, helmetPos) setSearchLightEndPosition(helmetLantern, targetPos) end end local function manageHelmetLantern() local helmetLanternOff = not helmetLantern playSoundFrontEnd(helmetLanternOff and 37 or 38) if helmetLanternOff then -- Let updateHelmetLantern take care of creating and updating the effect addEventHandler("onClientPreRender", root, updateHelmetLantern) else -- Stop updateHelmetLantern doing its job and clear variables removeEventHandler("onClientPreRender", root, updateHelmetLantern) destroyElement(helmetLantern) helmetLantern = nil end end -- Allow the player to turn the helmet lantern or on off by using /togglelantern or pressing O addCommandHandler("togglelantern", manageHelmetLantern) bindKey("o", "down", manageHelmetLantern)
See also
- createSearchLight
- getSearchLightEndPosition
- getSearchLightEndRadius
- getSearchLightStartPosition
- getSearchLightStartRadius
- setSearchLightEndPosition
- setSearchLightEndRadius
- setSearchLightStartPosition
- setSearchLightStartRadius