GetWaterLevel: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
float getWaterLevel ( float posX, float posY, float posZ [ , bool | float getWaterLevel ( float posX, float posY, float posZ [ , bool ignoreDistanceToWaterThreshold = false ] ) | ||
</syntaxhighlight> | |||
<syntaxhighlight lang="lua"> | |||
float getWaterLevel ( water theWater ) | float getWaterLevel ( water theWater ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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===Optional Arguments=== | ===Optional Arguments=== | ||
*''' | *'''ignoreDistanceToWaterThreshold:''' If set to false, this function returns false, if the difference between water level (without waves) and posZ is greater than 3.0 | ||
===Returns=== | ===Returns=== |
Latest revision as of 10:19, 30 January 2022
This function allows you to retrieve the water level from a certain location. The water level is 0 in most places though it can vary (e.g. it's higher near the dam).
Syntax
float getWaterLevel ( float posX, float posY, float posZ [ , bool ignoreDistanceToWaterThreshold = false ] )
float getWaterLevel ( water theWater )
Required Arguments
- x: The X axis position
- y: The Y axis position
- z: The Z axis position
or:
- theWater: the water element
Optional Arguments
- ignoreDistanceToWaterThreshold: If set to false, this function returns false, if the difference between water level (without waves) and posZ is greater than 3.0
Returns
Returns an integer of the water level if the localPlayer/position is near the water (-3 to 20 on the Z coordinate) else false if there's no water near the localPlayer/position.
Example
This example will tell you what's the water level where the specified player is located.
function scriptGetLevel ( command, playername ) --when getlevel is called local thePlayer = getPlayerFromName ( playername ) --get the player from nickname if ( thePlayer ~= false ) then --if there is a player from the nickname local x, y, z = getElementPosition ( thePlayer ) -- get his position local level = getWaterLevel ( x, y, z ) if level then -- if it's not false level = z - level -- calculate how far away is he from the water outputChatBox( "You are " .. level .. " units away from the water!", source ) else outputChatBox ( "There's no sign of water" ) end else outputChatBox ( "Player does not exist" ) end end addCommandHandler( "getlevel", scriptGetLevel ) -- add a command "getloc" which
See Also
- getWaterLevel
- isWaterDrawnLast
- setWaterDrawnLast
- Shared
- createWater
- getWaterColor
- getWaterVertexPosition
- getWaveHeight
- resetWaterColor
- resetWaterLevel
- setWaterColor
- setWaterLevel
- setWaterVertexPosition
- setWaveHeight