CreateWater: Difference between revisions
(Added oop syntax) |
Zangomangu (talk | contribs) (Updated issues) |
||
(12 intermediate revisions by 5 users not shown) | |||
Line 8: | Line 8: | ||
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 ( | <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]] | ||
Line 59: | Line 60: | ||
setWaterLevel ( water, 20 ) | setWaterLevel ( water, 20 ) | ||
end | end | ||
addEventHandler("onClientResourceStart", | 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> | ||
==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.
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 ] )
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
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)
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)
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)