SetElementAttachedOffsets: Difference between revisions
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function createArmedBobcat(cmd) | function createArmedBobcat(cmd) | ||
local lx,ly,lz = getElementPosition( | local lx,ly,lz = getElementPosition(root) -- get the position of the player | ||
lx = lx + 5 -- add 5 units to the x position | lx = lx + 5 -- add 5 units to the x position | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
==See Also== | ==See Also== | ||
{{Element functions}} | {{Element functions}} |
Revision as of 16:24, 19 August 2015
This function updates the offsets of an element that has been attached to another element using attachElements.
Syntax
bool setElementAttachedOffsets ( element theElement, [ float xPosOffset, float yPosOffset, float zPosOffset, float xRotOffset, float yRotOffset, float zRotOffset ])
OOP Syntax Help! I don't understand this!
- Method: element:setAttachedOffsets(...)
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(root) -- 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