EnginePreloadWorldArea: Difference between revisions

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(Fixed return type (nil - function returns nothing))
 
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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool enginePreloadWorldArea(float x, float y, float z [, string loadingOption = "all" ] )
nil enginePreloadWorldArea(float x, float y, float z [, string loadingOption = "all" ] )
</syntaxhighlight>  
</syntaxhighlight>  


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===Returns===
===Returns===
Always returns true.
Nothing


==Example==  
==Example==  

Latest revision as of 00:43, 19 August 2024

ADDED/UPDATED IN VERSION 1.6.0 r22678:
This function allows a specific area to be loaded immediately, which can be useful when teleporting a player. The function is not based on a radius, but a specific zone is loaded.

Syntax

nil enginePreloadWorldArea(float x, float y, float z [, string loadingOption = "all" ] )

Required Arguments

  • x: Position in the X axis.
  • y: Position in the Y axis
  • z: Position in the z axis.

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.

  • loadingOption: Argument of what exactly is to be loaded. Possible values:
  • all - Loads models and collisions in a designated area.
  • models - Only loads models in the designated area.
  • collisions - Loads only collisions in the designated area.

Returns

Nothing

Example

enginePreloadWorldArea(1000, 500, 0)   

local z = getGroundPosition(1000, 500, 100)   
setElementPosition(localPlayer, 1000, 500, z)
enginePreloadWorldArea(1000, 500, 0, "collisions")   
local z = getGroundPosition(1000, 500, 100)   

iprint("The ground position is: "..z)

See Also