Resource:Interior flood: Difference between revisions
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===Returns=== | ===Returns=== | ||
Returns | Returns water element if successful, ''false'' otherwise. | ||
</section> | </section> | ||
====createWaterInInteriorRadius==== | ====createWaterInInteriorRadius==== | ||
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===Returns=== | ===Returns=== | ||
Returns | Returns water element if successful, ''false'' otherwise. | ||
</section> | </section> | ||
====destroyWaterInInterior==== | ====destroyWaterInInterior==== | ||
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===Returns=== | ===Returns=== | ||
Returns | Returns water element if successful, ''false'' otherwise. | ||
</section> | </section> | ||
====detachMaterialFromWaterInInterior==== | ====detachMaterialFromWaterInInterior==== |
Revision as of 22:35, 11 November 2013
The resource makes it possible to render water in interiors, where normaly wouldn't be visible. It draws a line material and applies a shader effect that mimicks the gta water effect.
Overview
This resource provides few convenient exported functions. Here you can download an example of how to use that: Download!
Exported functions
createWaterInInterior
This function creates water.
bool exports.interior_flood:createWaterInInterior( int x1, int y1, float z1, int x2, int y2, float z2, int x3, int y3, float z3, int x4, int y4, float z4, int intID, [ int effectType = 0 ] )
Required Arguments
- x1, y1, z1: position of bottom left (south-west) corner.
- x2, y2, z2: position of bottom right (south-east) corner.
- x3, y3, z3: position of top left (north-west) corner.
- x4, y4, z4: position of top right (north-east) corner.
- intID: interior in which the water is to be created.
Optional Arguments
- effectType: effect type (0 - classic water, 1- watershine)
Returns
Returns water element if successful, false otherwise.
createWaterInInteriorRadius
This function creates water (using different data).
bool exports.interior_flood:createWaterInInteriorRadius( int x, int y, int z, float radius, int intID, [ int effectType = 0 ] )
Required Arguments
- x, y, z: position of the central point.
- radius: define the radious of water box to be created.
- intID: interior in which the water is to be created.
Optional Arguments
- effectType: effect type (0 - classic water, 1- watershine)
Returns
Returns water element if successful, false otherwise.
destroyWaterInInterior
This function destroys previously created water.
bool exports.interior_flood:destroyWaterInInterior( element )
Required Arguments
- element: Previously created waterInInterior element.
Returns
Returns 'true' if successful, false otherwise.
attachMaterialToWaterInInterior
This function attaches water surface material to existing water in interior.
bool exports.interior_flood:attachMaterialToWaterInInterior( int x, int y,int z, float radius, int intID, [ int effectType = 0 ] )
Required Arguments
- x, y, z: position of the central point. The 'z' position will be corrected by height of the existing water.
- radius: define the radious of the effect.
- intID: interior in which the water is to be created.
Optional Arguments
- effectType: effect type (0 - classic water, 1- watershine)
Returns
Returns water element if successful, false otherwise.
detachMaterialFromWaterInInterior
This function destroys the surface material created with attachMaterialToWaterInInterior.
bool exports.interior_flood:detachMaterialFromWaterInInterior( element )
Required Arguments
- element: Previously created waterSurface element.
Returns
Returns 'true' if successful, false otherwise.
Examples
exports.interior_flood:createWaterInInteriorRadius(-28.628,-83.787,1003.5,15,18,1)
This creates visible water in interior 18.
exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 )
This creates visible water in interior 0.
local someWater = exports.interior_flood:createWaterInInterior(-290,-290,40,290,-290,40, -290, 290, 40, 290, 290, 40,0,1 ) exports.interior_flood:destroyWaterInInterior(someWater)
This creates and destroys visible water in interior 0.
Of course when you want to use theese functions in your resources you have to include
the interior_flood resource in meta.