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 rounded to the nearest even integer. i.e. -2, 0, 2, 4 etc.}}
{{Note|X and Y positions will be changed 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 07:47, 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.

[[{{{image}}}|link=|]] Note: X and Y positions will be changed an even integer. i.e. -2, 0, 2, 4 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 ] )
Example of water quadrant.

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 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