CreateWater: Difference between revisions

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You are able to give the water a shallow water effect, which practically changes the water invisible to the eye. However, all elements still work the same way as without the shallow effect - allowing swimming, diving, vehicles to sink, etc.
You are able to give the water a shallow water effect, which practically changes the water invisible to the eye. However, all elements still work the same way as without the shallow effect - allowing swimming, diving, vehicles to sink, etc.
{{Note|X and Y positions will be changed to an even integer. i.e. -2, 0, 2, 4 etc.}}
{{Note|X and Y positions will be changed to an even integer. i.e. -2, 0, 2, 4 etc.}}
{{Important Note|If you're working with dimensions, be sure to apply it by using [[setElementDimension]].}}
==Syntax==
==Syntax==
<syntaxhighlight lang="lua">water createWater ( int x1, int y1, float z1, int x2, int y2, float z2, int x3, int y3, float z3 [, int x4, int y4, float z4 ] [, bool bShallow = false ] )</syntaxhighlight>
<syntaxhighlight lang="lua">water createWater ( float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3 [, float x4, float y4, float z4 ] [, bool bShallow = false ] )</syntaxhighlight>
[[Image:WaterAreas.jpg|thumb|Example of water quadrant.|284x230px]]
[[Image:WaterAreas.jpg|thumb|Example of water quadrant.|284x230px]]
{{OOP||[[Water]]}}


===Required Arguments===
===Required Arguments===
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     setWaterLevel ( water, 20 )
     setWaterLevel ( water, 20 )
end
end
addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), thaResourceStarting)
addEventHandler("onClientResourceStart", resourceRoot, thaResourceStarting)
</syntaxhighlight>
</section>
<section name="Server" class="server" show="true">
This example fills the Easter Basin with water.
<syntaxhighlight lang="lua">
function fillDock()
    waters = {
        createWater (-1612, 108, 0, -1550, 108, 0, -1612, 170, 0),
        createWater (-1733, 48, 0, -1612, 48, 0, -1612, 170, 0),
        createWater (-1673, 48, 0, -1612, 48, 0, -1673, -13, 0),
        createWater (-1612, 86, 0, -1574, 86, 0, -1612, 48, 0),
        createWater (-1612, 86, 0, -1574, 86, 0, -1612, 108, 0, -1574, 108, 0), -- Rectangle
        createWater (-1610, 168, 0, -1600, 168, 0, -1610, 170, 0, -1600, 170, 0), -- Rectangle
        createWater (-1612, 170, 0, -1610, 170, 0, -1610, 168, 0),
    }
end
addEventHandler ("onResourceStart", resourceRoot, fillDock)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
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==See Also==
==See Also==
{{Client water functions}}
{{Client water functions}}
[[en:CreateWater]]
[[hu:createWater]]

Latest revision as of 10:12, 30 January 2022

Creates an area of water.

The largest possible size of a water area is 5996×5996. Also be aware that the function will change all x and y coordinates you specify into even integer numbers if necessary: this is because of a limitation of San Andreas.

You are able to give the water a shallow water effect, which practically changes the water invisible to the eye. However, all elements still work the same way as without the shallow effect - allowing swimming, diving, vehicles to sink, etc.

[[{{{image}}}|link=|]] Note: X and Y positions will be changed to an even integer. i.e. -2, 0, 2, 4 etc.
[[{{{image}}}|link=|]] Important Note: If you're working with dimensions, be sure to apply it by using setElementDimension.

Syntax

water createWater ( float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3 [, float x4, float y4, float z4 ] [, bool bShallow = false ] )
Example of water quadrant.


OOP Syntax Help! I don't understand this!

Method: Water(...)


Required Arguments

  • x1, y1, z1: position of bottom left (south-west) corner.
  • x2, y2, z2: position of bottom right (south-east) corner.
  • x3, y3, z3: position of top left (north-west) corner.

Note: Only 3 coords creates a triangle

Optional Arguments

  • x4, y4, z4: position of top right (north-east) corner.
  • bShallow: gives the water a shallow water effect.

Returns

Returns a water element if successful, false otherwise. The water element can be repositioned with setElementPosition and destroyed with destroyElement.

Example

Click to collapse [-]
Client

Example code for creating a water area to cover the entire San Andreas Map (flood the cities). Also, setWaterLevel is used to raise the existing rivers and lakes.

-- Setting water properties.
height = 40
SizeVal = 2998
-- Defining variables.
southWest_X = -SizeVal
southWest_Y = -SizeVal
southEast_X = SizeVal
southEast_Y = -SizeVal
northWest_X = -SizeVal
northWest_Y = SizeVal
northEast_X = SizeVal
northEast_Y = SizeVal

-- OnClientResourceStart function that creates the water.
function thaResourceStarting( )
    water = createWater ( southWest_X, southWest_Y, height, southEast_X, southEast_Y, height, northWest_X, northWest_Y, height, northEast_X, northEast_Y, height )
    setWaterLevel ( height )
end
addEventHandler("onClientResourceStart", resourceRoot, thaResourceStarting)
Click to collapse [-]
Client

This example creates water at the given coordinates and sets the height of the water level to 20 for when the client joins.

function thaResourceStarting( )
    water = createWater ( 1866, -1444, 10, 1968, -1442, 10, 1866, -1372, 10, 1968, -1370, 10 )
    setWaterLevel ( water, 20 )
end
addEventHandler("onClientResourceStart", resourceRoot, thaResourceStarting)
Click to collapse [-]
Server

This example fills the Easter Basin with water.

function fillDock()
    waters = {
        createWater (-1612, 108, 0, -1550, 108, 0, -1612, 170, 0),
        createWater (-1733, 48, 0, -1612, 48, 0, -1612, 170, 0),
        createWater (-1673, 48, 0, -1612, 48, 0, -1673, -13, 0),
        createWater (-1612, 86, 0, -1574, 86, 0, -1612, 48, 0),
        createWater (-1612, 86, 0, -1574, 86, 0, -1612, 108, 0, -1574, 108, 0), -- Rectangle
        createWater (-1610, 168, 0, -1600, 168, 0, -1610, 170, 0, -1600, 170, 0), -- Rectangle
        createWater (-1612, 170, 0, -1610, 170, 0, -1610, 168, 0),
    }
end
addEventHandler ("onResourceStart", resourceRoot, fillDock)

See Also