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.
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