IsElementOnScreen: Difference between revisions
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__NOTOC__ | |||
{{Client function}} | |||
This function will check if an element is on the screen. Elements behind objects but still in the camera view count as being on screen. | |||
This function is particularly useful for detecting if dynamic objects are in "destroyed" state. Destroyed objects will return false. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool isElementOnScreen ( element theElement ) | bool isElementOnScreen ( element theElement ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{New feature/item|3.0141|1.4.0|6987|{{OOP||[[element]]:isOnScreen|onScreen}}}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''theElement:''' The element of which you wish to check wether it's being rendered on screen. | *'''theElement:''' The element of which you wish to check wether it's being rendered on screen. | ||
===Returns=== | ===Returns=== | ||
Returns ''true'' if element is on screen, ''false'' if not. | Returns ''true'' if element is on screen, ''false'' if not. | ||
==Issues== | |||
{{Issues| | |||
{{Issue|2029|isElementOnScreen doesn't work for markers}} | |||
}} | |||
==Example== | ==Example== | ||
This function will check if you can see your | This function will check if you can see your killer when you die. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function player_Wasted ( killer, weapon, bodypart ) | function player_Wasted ( killer, weapon, bodypart ) | ||
-- if there even was | -- if there even was a killer and the killer isn't the killed player itself | ||
if ( | if ( killer ) and ( killer ~= source ) then | ||
-- there was | -- there was a killer | ||
if ( isElementOnScreen ( | if ( isElementOnScreen ( killer ) ) then | ||
-- the | -- the killer was on screen | ||
outputChatBox ( "You can still see your killer!" | outputChatBox ( "You can still see your killer!", 255, 0, 0 ) | ||
else | else | ||
-- the | -- the killer was not on screen | ||
outputChatBox ( "You can not see your killer!" | outputChatBox ( "You can not see your killer!", 255, 0, 0 ) | ||
end | end | ||
end | end | ||
end | end | ||
addEventHandler ( "onClientPlayerWasted", | -- call player_Wasted when only the local player dies | ||
addEventHandler ( "onClientPlayerWasted", localPlayer, player_Wasted ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | |||
{{Client element functions}} |
Latest revision as of 10:25, 30 January 2022
This function will check if an element is on the screen. Elements behind objects but still in the camera view count as being on screen.
This function is particularly useful for detecting if dynamic objects are in "destroyed" state. Destroyed objects will return false.
Syntax
bool isElementOnScreen ( element theElement )
OOP Syntax Help! I don't understand this!
- Method: element:isOnScreen(...)
- Variable: .onScreen
Required Arguments
- theElement: The element of which you wish to check wether it's being rendered on screen.
Returns
Returns true if element is on screen, false if not.
Issues
Issue ID | Description |
---|---|
#2029 | isElementOnScreen doesn't work for markers |
Example
This function will check if you can see your killer when you die.
function player_Wasted ( killer, weapon, bodypart ) -- if there even was a killer and the killer isn't the killed player itself if ( killer ) and ( killer ~= source ) then -- there was a killer if ( isElementOnScreen ( killer ) ) then -- the killer was on screen outputChatBox ( "You can still see your killer!", 255, 0, 0 ) else -- the killer was not on screen outputChatBox ( "You can not see your killer!", 255, 0, 0 ) end end end -- call player_Wasted when only the local player dies addEventHandler ( "onClientPlayerWasted", localPlayer, player_Wasted )
See Also
- getElementBoneMatrix
- getElementBonePosition
- getElementBoneRotation
- getElementBoundingBox
- getElementDistanceFromCentreOfMassToBaseOfModel
- getElementLighting
- getElementRadius
- isElementCollidableWith
- isElementLocal
- isElementOnScreen
- isElementStreamable
- isElementStreamedIn
- isElementSyncer
- isElementWaitingForGroundToLoad
- setElementBoneMatrix
- setElementBonePosition
- setElementBoneRotation
- setElementCollidableWith
- setElementStreamable
- updateElementRpHAnim
- Shared
- 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