SetElementVisibleTo
This article needs checking. | |
Reason(s): Can an element only be visible to one element (and its children) at a time? If so, do we need clearElementVisibleTo? If not, surely we need to remove the root element before using this function? |
This article needs checking. | |
Reason(s): Does the order of setElementVisibleTo calls really not matter? Visibility seems to imply that the order does matter. |
This article needs checking. | |
Reason(s): Is this function particularly or only useful for changing the visibility of markers, radar blips and radar areas? Visibility seems to imply that the order does matter. |
This function can change an element's visibility. This does not work with all entities - vehicles, players and objects are exempt. This is because these objects are required for accurate sync (they're physical objects that contribute to the physics engine). This function is particularly useful for changing the visibility of markers, radar blips and radar areas.
Visibility settings of lower elements in the element tree override higher ones - if visibility for root is set to false and for a player is set to true, it will be visible to the player.
If you want to clear all visibility settings of an object, try clearElementVisibleTo
Syntax
bool setElementVisibleTo ( element theElement, element visibleTo, bool visible )
OOP Syntax Help! I don't understand this!
- Note: This function is also a static function underneath the Element class.
- Method: element:setVisibleTo(...)
Required Arguments
- theElement: The element you want to control the visibility of.
- visibleTo: The element you wish the element to be visible or invisible to. Any child elements that are players will also be able to see the element. See visibility.
- visible: Whether you are making it visible or invisible to the player.
Returns
Returns true if the element's visibility was changed successfully, false otherwise, for example if you are trying to change the visibility of a vehicle, player or object.
Example
This example creates a marker and makes it only visibile to the player called 'someguy'.
-- Find the player called someguy local someguy = getPlayerFromName ( "someguy" ) -- If the player was found then if ( someguy ) then -- Get the player's position into the variables x, y and z x, y, z = getElementPosition ( someguy ) -- Create a marker at the player's position myMarker = createMarker ( x, y, z ) -- Set marker visibility to true for someguy setElementVisibleTo ( myMarker, someguy, true ) -- Then make the marker invisible to the whole dimension setElementVisibleTo ( myMarker, root, false ) -- The order in which you do the visibility changes does not matter, but ideally trues should be set before falses in order to prevent a momentary flicker. end
The following example shows how to make the marker visible to everyone except anotherguy
-- Find the player called someguy local someguy = getPlayerFromName ( "someguy" ) local anotherguy = getPlayerFromName ( "anotherguy" ) -- If the player was found then if ( someguy ) then -- Get the player's position into the variables x, y and z x, y, z = getElementPosition ( someguy ) -- Create a marker at the player's position myMarker = createMarker ( x, y, z ) attachElements(myMarker, someguy) -- First make sure everyone is able to see the marker, this line is unnecessary in this case as root visibility is set to true by default behaviour setElementVisibleTo ( myMarker, root, true ) -- Then hide it from anotherguy setElementVisibleTo ( myMarker, anotherguy, false ) end
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