GetWaterLevel: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(Added needs checking) |
||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
{{Needs Checking|Explain bCheckWaves. --[[User:Winky-|Winky-]] 20:32, 10 August 2012 (UTC)}} | |||
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). | 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). | ||
{{Note|Some small water areas within parts of the city do not count as water to be used with this function. For example, the shallow water area in Northwest San Fierro.}} | |||
==Syntax== | ==Syntax== |
Revision as of 20:32, 10 August 2012
This article needs checking. | |
Reason(s): Explain bCheckWaves. --Winky- 20:32, 10 August 2012 (UTC) |
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 bCheckWaves = 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
- bCheckWaves ask arc_
Returns
Returns false if there's no water in that location or the water level as an integer if you're near the water (-3 to 20 on the Z coordinate).
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