EnginePreloadWorldArea: Difference between revisions
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(Created page with "{{Client function}} __NOTOC__ 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== <syntaxhighlight lang="lua"> bool enginePreloadWorldArea(float x, float y, float z [, string loadingOption = "all" ] ) </syntaxhighlight> ===Required Arguments=== *'''x:''' Position in the X axis. *'''y:''' Position in the Y axis *'''z:''' Pos...") |
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{{Client function}} | {{Client function}} | ||
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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. | {{New feature/item|3.0161|1.6.0|22678|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== | ==Syntax== |
Revision as of 19:37, 18 August 2024
Syntax
bool 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
Always returns true.
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
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFilesCount
- engineImageGetFiles
- engineImageGetFile
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIMG
- engineLoadIFP
- engineLoadTXD
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetUsedMemory