Dgs3DImageAttachToElement: Difference between revisions

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__NOTOC__  
__NOTOC__  
{{Client function}}
{{Client function}}
This function attaches one element to another, so that the first one follows the second whenever it moves.
This function attaches 3D DGS Image element to another element, so that the first one follows the second whenever it moves.  
 
If an attempt is made to attach two elements that are already attached the opposite way (eg theElement becomes theAttachToElement and vice versa), the 1st attachment order is automatically detached in favor of the 2nd attachment order. For example, if carA was attached to carB, now carB is attached to carA. Also, an element cannot be attached to two separate elements at one time. For example, two cars can be attached to one single car, but one single car cannot be attached to two separate cars. If you attempt to do this, the existing attachment will automatically be dropped in favor of the new attachment. For example, if carA is asked to attached to carB then carC, it is only attached to carC.


If an attempt is made to attach two elements that are already attached the opposite way (eg the3DImage becomes theAttachToElement and vice versa), the 1st attachment order is automatically detached in favor of the 2nd attachment order. Also, the3DImage  cannot be attached to two separate elements at one time. For example, two the3DImage can be attached to one single car, but you can attach car to the3DImage , If you attempt to do this it won't work .
 
This is not compatible with all elements.  The following elements are compatible:
This is not compatible with all elements.  The following elements are compatible:
* [[Ped]]s
* [[Ped]]s

Revision as of 21:39, 11 August 2022

This function attaches 3D DGS Image element to another element, so that the first one follows the second whenever it moves.

If an attempt is made to attach two elements that are already attached the opposite way (eg the3DImage becomes theAttachToElement and vice versa), the 1st attachment order is automatically detached in favor of the 2nd attachment order. Also, the3DImage cannot be attached to two separate elements at one time. For example, two the3DImage can be attached to one single car, but you can attach car to the3DImage , If you attempt to do this it won't work .

This is not compatible with all elements. The following elements are compatible:

[[{{{image}}}|link=|]] Note:
  • The offset coodinates reflect the object space, not the world space. This means that you cannot calculate the exact offsets between two objects by pre-positioning them in the map editor as a reference. Please see attachElementsOffsets for more details.
  • Due to a limitation in GTA, unexpected attach rotations may occur if all rotation offsets are non-zero. (i.e. Try to ensure at least one of 'xRotOffset', 'yRotOffset' or 'zRotOffset' is zero).

Syntax

bool dgs3DImageAttachToElement ( element theElement, element theAttachToElement, [ float xPosOffset = 0, float yPosOffset = 0, float zPosOffset = 0, float xRotOffset = 0, float yRotOffset = 0, float zRotOffset = 0 ] )

OOP Syntax Help! I don't understand this!

Method: element:attach(...)
Counterpart: detachElements


Required Arguments

  • theElement: The element to be attached.
  • theAttachToElement: The element to attach the first to.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • xPosOffset: The x offset, if you want the elements to be a certain distance from one another (default 0).
  • yPosOffset: The y offset (default 0).
  • zPosOffset: The z offset (default 0).
  • xRotOffset: The x rotation offset (default 0).
  • yRotOffset: The y rotation offset (default 0).
  • zRotOffset: The z rotation offset (default 0).

Returns

Returns true if the attaching process was successful, false otherwise.

Example

<section name="client" class="client" show="true"> Example 1: This example attaches a mic icon to the player who start voice chat:

if isVoiceEnabled() then
    local dgs = exports.dgs 
    local micPNG = dxCreateTexture('assests/mic.png');
    local icons = {};
    addEventHandler('onClientPlayerVoiceStart',root,
        function()
            print('[Voice-System]: '..getPlayerName(source)..' started talking.')
            local x,y,z = getElementPosition(source);
            if ((source ~= localPlayer and isElementOnScreen(source)) or (localPlayer == source)) and not isElement(icons[source]) then
                local dgsMic = dgs:dgsCreate3DImage(x,y,z+1.5,micPNG,tocolor(255,255,255,255),4,4,20);
                print(dgs:dgs3DImageAttachToElement(dgsMic,localPlayer,0,0,1.5))
                icons[source] = dgsMic;
            end 
        end
    )
    addEventHandler('onClientPlayerVoiceStop',root,
        function() 
            print('[Voice-System]: '..getPlayerName(source)..' Stoped talking.')
            if isElement(icons[source]) then
                destroyElement(icons[source]);
                icons[source] = nil;
            end
        end
    )
end

See Also