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 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.}} | ||
==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 ( 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> |
Revision as of 07:48, 7 October 2013
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.
Syntax
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 ] )
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 the client when he joins.
function thaResourceStarting( ) water = createWater ( 1867, -1444, 10, 1968, -1443, 10, 1867, -1372, 10, 1968, -1370, 10 ) setWaterLevel (water, 20 ) end addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), thaResourceStarting)
See Also
- getWaterLevel
- isWaterDrawnLast
- setWaterDrawnLast
- Shared
- createWater
- getWaterColor
- getWaterVertexPosition
- getWaveHeight
- resetWaterColor
- resetWaterLevel
- setWaterColor
- setWaterLevel
- setWaterVertexPosition
- setWaveHeight