SetWaterLevel: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 6: | Line 6: | ||
==Syntax== | ==Syntax== | ||
<section name="Server" class="server" show="true"> | <section name="Server" class="server" show="true"> | ||
<syntaxhighlight lang="lua">bool setWaterLevel ( [water theWater,] float level )</syntaxhighlight> | <syntaxhighlight lang="lua"> | ||
bool setWaterLevel ( [water theWater,] float level ) | |||
bool setWaterLevel ( float level [, bool includeWaterFeatures = true, bool includeWaterElements = true ] ) | |||
</syntaxhighlight> | |||
===Required Arguments=== | ===Required Arguments=== | ||
Line 13: | Line 16: | ||
===Optional Arguments=== | ===Optional Arguments=== | ||
*'''theWater:''' the water element to change. | *'''theWater:''' the water element to change. | ||
''or:'' | |||
{{New feature/item|3.0120|1.2|| | |||
*'''includeWaterFeatures :''' a boolean indicating whether to also set the level of water features such as ponds and pools. | |||
*'''includeWaterElements :''' a boolean indicating whether to also set the level of all water elements. | |||
}} | |||
===Returns=== | ===Returns=== | ||
Line 20: | Line 29: | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua">bool setWaterLevel ( [float x, float y, float z,] float level ) | <syntaxhighlight lang="lua">bool setWaterLevel ( [float x, float y, float z,] float level ) | ||
bool setWaterLevel ( [water theWater,] float level )</syntaxhighlight> | bool setWaterLevel ( [water theWater,] float level ) | ||
bool setWaterLevel ( float level [, bool includeWaterFeatures = true, bool includeWaterElements = true ] )</syntaxhighlight> | |||
===Required Arguments=== | ===Required Arguments=== | ||
Line 32: | Line 42: | ||
''or:'' | ''or:'' | ||
*'''theWater:''' the water element to change. | *'''theWater:''' the water element to change. | ||
''or:'' | |||
{{New feature/item|3.0120|1.2|| | |||
*'''includeWaterFeatures :''' a boolean indicating whether to also set the level of water features such as ponds and pools. | |||
*'''includeWaterElements :''' a boolean indicating whether to also set the level of all water elements. | |||
}} | |||
===Returns=== | ===Returns=== |
Revision as of 02:33, 14 December 2011
Sets the height of some or all the water in the game world.
Syntax
Click to collapse [-]
Serverbool setWaterLevel ( [water theWater,] float level ) bool setWaterLevel ( float level [, bool includeWaterFeatures = true, bool includeWaterElements = true ] )
Required Arguments
- level: the new Z coordinate of the water surface. All water in the game world is set to this height.
Optional Arguments
- theWater: the water element to change.
or:
- includeWaterFeatures : a boolean indicating whether to also set the level of water features such as ponds and pools.
- includeWaterElements : a boolean indicating whether to also set the level of all water elements.
Returns
Returns true if successful, false in case of failure.
Click to collapse [-]
Clientbool setWaterLevel ( [float x, float y, float z,] float level ) bool setWaterLevel ( [water theWater,] float level ) bool setWaterLevel ( float level [, bool includeWaterFeatures = true, bool includeWaterElements = true ] )
Required Arguments
- level: the new Z coordinate of the water surface. If x, y and z, or water, are specified, the area of water containing that point or corresponding to that water element is changed. Otherwise, all water in the game world is changed.
Optional Arguments
- x: the X coordinate of the point indicating the water area to change.
- y: the Y coordinate of the point indicating the water area to change.
- z: the Z coordinate of the point indicating the water area to change. This parameter is reserved and is currently ignored, set it to 0.
or:
- theWater: the water element to change.
or:
- includeWaterFeatures : a boolean indicating whether to also set the level of water features such as ponds and pools.
- includeWaterElements : a boolean indicating whether to also set the level of all water elements.
Returns
Returns true if successful, false in case of failure (there is no water at the specified coordinates).
Example
Click to collapse [-]
ClientThis example code will slowly drain away all rivers and seas.
local level = 0 function drainSomeWater() level = level - 0.01 setWaterLevel ( level ) end setTimer ( drainSomeWater, 100, 15000 )
Click to collapse [-]
ServerThis example code will slowly drain away all rivers and seas.
local level = 0 function drainSomeWater() level = level - 0.01 setWaterLevel ( level ) end setTimer ( drainSomeWater, 100, 15000 )
This example code adds a command water which can be used to change the current water level.
addCommandHandler ( "water", function ( thePlayer, command, level ) if level and tonumber ( level ) then -- if we have input something and if it is actually a number value setWaterLevel ( tonumber( level ) ) -- change the water level outputChatBox ( "Waterlevel is now: " .. level ) -- send a message to everyone to inform about the change end end )
See Also
- getWaterLevel
- isWaterDrawnLast
- setWaterDrawnLast
- Shared
- createWater
- getWaterColor
- getWaterVertexPosition
- getWaveHeight
- resetWaterColor
- resetWaterLevel
- setWaterColor
- setWaterLevel
- setWaterVertexPosition
- setWaveHeight