CreateSearchLight
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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.create(...)
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, 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 helmetLanterns local function updateHelmetLantern() -- We need to do it this way because there isn't a setSearchLightStart/EndPosition for now -- 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) -- Finally, create the updated searchlight helmetLanterns[#helmetLanterns + 1] = createSearchLight(helmetPos, targetPos, 0, 15) -- We need to keep two searchlights, so they have time to render visible and look nice if #helmetLanterns > 2 then destroyElement(helmetLanterns[1]) table.remove(helmetLanterns, 1) end end local function manageHelmetLantern() local helmetLanternOff = not helmetLanterns playSoundFrontEnd(helmetLanternOff and 37 or 38) if helmetLanternOff then -- Let updateHelmetLantern take care of creating and updating the effect helmetLanterns = {} addEventHandler("onClientPreRender", root, updateHelmetLantern) else -- Stop updateHelmetLantern doing its job and clear variables removeEventHandler("onClientPreRender", root, updateHelmetLantern) for _, helmetLantern in ipairs(helmetLanterns) do destroyElement(helmetLantern) end helmetLanterns = 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