CreateWater: Difference between revisions

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===Required Arguments===
===Required Arguments===
For creating a water quadrant:
For creating a water quadrant:
*'''x1, y1, z1:''' position of bottom left corner. (south-west)
*'''x1, y1, z1:''' position of bottom left (south-west) corner.
*'''x2, y2, z2:''' position of bottom right corner. (south-east)
*'''x2, y2, z2:''' position of bottom right (south-east) corner.
*'''x3, y3, z3:''' position of top left corner. (north-west)
*'''x3, y3, z3:''' position of top left (north-west) corner.
*'''x4, y4, z4:''' position of top right corner. (north-east)
*'''x4, y4, z4:''' position of top right (north-east) corner.


For creating a water triangle:
For creating a water triangle:

Revision as of 00:16, 14 February 2009

Creates an area of water.

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

Required Arguments

For creating a water quadrant:

  • 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.
  • x4, y4, z4: position of top right (north-east) corner.

For creating a water triangle:

  • x1, y1, z1: position of bottom/top left corner.
  • x2, y2, z2: position of bottom/top right corner.
  • x3, y3, z3: position of top/bottom corner.

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.

Be careful with the Z coordinates you specify. createWater checks x/y coordinates for you as San Andreas is picky about this, but a water area with a weird vertical shape can still crash your game.

Optional Arguments

  • shallow: makes the water shallow if true. Practically speaking there is no visible water surface in this case, only the splashes when someone walks through it.

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", getResourceRootElement(getThisResource()), thaResourceStarting)

See Also