ProcessLineOfSight: Difference between revisions

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__NOTOC__  
{{Client function}}
__NOTOC__
This function checks if there is anything between 2 points in the world, and if there is, tells you where and with what.
This function checks if there is anything between 2 points in the world, and if there is, tells you where and with what.


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===Returns===
===Returns===
If theres a collision, the function will return true and the collision position, if the collision is with a game entity, it will return that too, otherwise 'nil'.
If there's a collision, the function will return ''true'' and the collision position, if the collision is with a game entity, it will return that too, otherwise ''nil''.
If there is not a collision the function will return false.
If there is no collision the function will return false.


==Example==  
==Example==  

Revision as of 18:58, 16 August 2007

This function checks if there is anything between 2 points in the world, and if there is, tells you where and with what.

Syntax

bool float float float element processLineOfSight ( float startX, float startY, float startZ, float endX, float endY, float endZ, [ bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool seeThroughStuff, bool ignoreSomeObjectsForCamera, bool shootThroughStuff, element ignoredElement ] )

Required Arguments

  • argumentName: description

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.

  • argumentName2: description
  • argumentName3: description

Returns

If there's a collision, the function will return true and the collision position, if the collision is with a game entity, it will return that too, otherwise nil. If there is no collision the function will return false.

Example

This example does...

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--This line does this...
mooo

See Also

Template:FunctionArea functions -- leave this unless you complete the function