SetElementAttachedOffsets: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Server client function}} | {{Server client function}} | ||
This function | This function updates the offsets of an element that has been attached to another element using [[attachElements]]. | ||
'''Note: This function is only clientside in versions which are lower then 1.0.4!''' | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
float, float, float, float, float, float | bool setElementAttachedOffsets ( element theElement, [ float xPosOffset, float yPosOffset, float zPosOffset, float xRotOffset, float yRotOffset, float zRotOffset ]) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''theElement:''' The attached element. | *'''theElement:''' The attached element. | ||
===Optional Arguments=== | |||
{{OptionalArg}} | |||
*'''xPosOffset:''' The x offset, if you want the elements to be a certain distance from one another (default 0). | |||
*'''yPosOffset:''' The y offset (default 0). | |||
*'''zPosOffset:''' The z offset (default 0). | |||
*'''xRotOffset:''' The x rotation offset (default 0). | |||
*'''yRotOffset:''' The y rotation offset (default 0). | |||
*'''zRotOffset:''' The z rotation offset (default 0). | |||
===Returns=== | ===Returns=== | ||
Returns | Returns ''true'' if the attaching process was successful, ''false'' otherwise. | ||
==Example== | ==Example== | ||
<section name="Client" class="client" show="true"> | |||
'''Example:''' This example creates a car with a minigun | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- | -- Offsets | ||
local x,y,z,rx,ry,rz= 0,-1.5,-0.1,0,0,-90 | |||
function createArmedBobcat(cmd) | |||
local lx,ly,lz = getElementPosition(getLocalPlayer()) -- get the position of the player | |||
lx = lx + 5 -- add 5 units to the x position | |||
veh = createVehicle( 422, lx, ly, lz) -- create a bobcat | |||
base = createObject( 2985, 2,2,2) -- create a minigun_base object | |||
setElementCollisionsEnabled ( base, false ) -- the minigun_base damages the car | |||
-- you could alternatively load an empty col file for the minigun object | |||
attachElements ( base, veh, x,y,z,rx,ry,rz) -- attach the base to the bobcat | |||
end | |||
function rotateIt(cmd, addZ) | |||
if(addZ) then | |||
rz=rz+addZ | |||
setElementAttachedOffsets (base,x,y,z,rx,ry,rz) --update offsets | |||
end | |||
end | |||
addCommandHandler("bobcat", createArmedBobcat) | |||
addCommandHandler("rotate", rotateIt) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
==See Also== | ==See Also== | ||
{{Element functions}} | {{Element functions}} |
Revision as of 10:42, 8 November 2010
This function updates the offsets of an element that has been attached to another element using attachElements.
Note: This function is only clientside in versions which are lower then 1.0.4!
Syntax
bool setElementAttachedOffsets ( element theElement, [ float xPosOffset, float yPosOffset, float zPosOffset, float xRotOffset, float yRotOffset, float zRotOffset ])
Required Arguments
- theElement: The attached element.
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.
- xPosOffset: The x offset, if you want the elements to be a certain distance from one another (default 0).
- yPosOffset: The y offset (default 0).
- zPosOffset: The z offset (default 0).
- xRotOffset: The x rotation offset (default 0).
- yRotOffset: The y rotation offset (default 0).
- zRotOffset: The z rotation offset (default 0).
Returns
Returns true if the attaching process was successful, false otherwise.
Example
Click to collapse [-]
ClientExample: This example creates a car with a minigun
-- Offsets local x,y,z,rx,ry,rz= 0,-1.5,-0.1,0,0,-90 function createArmedBobcat(cmd) local lx,ly,lz = getElementPosition(getLocalPlayer()) -- get the position of the player lx = lx + 5 -- add 5 units to the x position veh = createVehicle( 422, lx, ly, lz) -- create a bobcat base = createObject( 2985, 2,2,2) -- create a minigun_base object setElementCollisionsEnabled ( base, false ) -- the minigun_base damages the car -- you could alternatively load an empty col file for the minigun object attachElements ( base, veh, x,y,z,rx,ry,rz) -- attach the base to the bobcat end function rotateIt(cmd, addZ) if(addZ) then rz=rz+addZ setElementAttachedOffsets (base,x,y,z,rx,ry,rz) --update offsets end end addCommandHandler("bobcat", createArmedBobcat) addCommandHandler("rotate", rotateIt)
See Also
- 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