GetElementAttachedOffsets: Difference between revisions
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float, float, float, float, float, float getElementAttachedOffsets ( element theElement ) | float, float, float, float, float, float getElementAttachedOffsets ( element theElement ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[element]]:getAttachedOffsets||setElementAttachedOffsets}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
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function createArmedBobcat(cmd) | function createArmedBobcat(cmd) | ||
local lx, ly, lz = getElementPosition( | local lx, ly, lz = getElementPosition(localPlayer) -- get the position of the player | ||
lx = lx + 5 -- add 5 units to the x position | lx = lx + 5 -- add 5 units to the x position | ||
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function rotateIt(cmd, addZ) | function rotateIt(cmd, addZ) | ||
if(addZ) then | if(addZ) then | ||
local x, y, z, | local x, y, z, rx, ry, rz = getElementAttachedOffsets (base) -- get the offsets | ||
rz = rz + addZ | rz = rz + addZ | ||
setElementAttachedOffsets (base, x, y, z, rx, ry, rz) -- update offsets | setElementAttachedOffsets (base, x, y, z, rx, ry, rz) -- update offsets |
Latest revision as of 13:46, 6 August 2016
This function returns the offsets of an element that has been attached to another element using attachElements.
Syntax
float, float, float, float, float, float getElementAttachedOffsets ( element theElement )
OOP Syntax Help! I don't understand this!
- Method: element:getAttachedOffsets(...)
- Counterpart: setElementAttachedOffsets
Required Arguments
- theElement: The attached element.
Returns
Returns 6 floats, of which the first 3 indicate the position offset (x, y, z), and the last 3 indicate the rotation offset (x, y, z), if successful. false otherwise.
Example
Click to collapse [-]
ClientExample: This example creates a car with a minigun
-- Offsets local x,y,z,rx,ry,rz= 0,-1.5,-0.1,0,0,-90 function createArmedBobcat(cmd) local lx, ly, lz = getElementPosition(localPlayer) -- get the position of the player lx = lx + 5 -- add 5 units to the x position veh = createVehicle( 422, lx, ly, lz) -- create a bobcat base = createObject( 2985, 2,2,2) -- create a minigun_base object setElementCollisionsEnabled ( base, false ) -- the minigun_base damages the car -- you could alternatively load an empty col file for the minigun object attachElements ( base, veh, x,y,z,rx,ry,rz) -- attach the base to the bobcat end function rotateIt(cmd, addZ) if(addZ) then local x, y, z, rx, ry, rz = getElementAttachedOffsets (base) -- get the offsets rz = rz + addZ setElementAttachedOffsets (base, x, y, z, rx, ry, rz) -- update offsets end end addCommandHandler("bobcat", createArmedBobcat) addCommandHandler("rotate", rotateIt)
See Also
- attachElements
- createElement
- destroyElement
- detachElements
- getAttachedElements
- getElementAlpha
- getElementAttachedOffsets
- getElementAttachedTo
- getElementByIndex
- getElementByID
- getElementChild
- getElementChildren
- getElementChildrenCount
- getElementCollisionsEnabled
- getElementColShape
- getElementData
- getAllElementData
- hasElementData
- getElementDimension
- getElementHealth
- getElementID
- getElementInterior
- getElementMatrix
- getElementModel
- getElementParent
- getElementPosition
- getElementRotation
- getElementsByType
- getElementsWithinColShape
- getElementsWithinRange
- getElementType
- getElementVelocity
- getLowLODElement
- getRootElement
- isElement
- isElementAttached
- isElementCallPropagationEnabled
- isElementDoubleSided
- isElementFrozen
- isElementInWater
- isElementLowLOD
- isElementWithinColShape
- isElementWithinMarker
- setElementAlpha
- setElementAngularVelocity
- getElementAngularVelocity
- setElementAttachedOffsets
- setElementCallPropagationEnabled
- setElementCollisionsEnabled
- setElementData
- setElementDimension
- setElementDoubleSided
- setElementFrozen
- setElementHealth
- setElementID
- setElementInterior
- setElementModel
- setElementParent
- setElementPosition
- setElementRotation
- setElementVelocity
- setLowLODElement
- getPedContactElement
- getResourceDynamicElementRoot
- getResourceRootElement