SetWaterLevel: Difference between revisions
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bool setWaterLevel ( float level [, bool includeWaterFeatures = true, bool includeWaterElements = true ] ) | bool setWaterLevel ( float level [, bool includeWaterFeatures = true, bool includeWaterElements = true ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{New feature/item|3.0160|1.5.8|20716| | |||
<syntaxhighlight lang="lua"> | |||
bool setWaterLevel ( float level [, bool includeWaterFeatures = true, bool includeWaterElements = true, bool includeWorldSea = true, bool includeOutsideWorldSea = false ] ) | |||
</syntaxhighlight> | |||
}} | |||
{{OOP||[[water]]:setLevel|level|getWaterLevel}} | {{OOP||[[water]]:setLevel|level|getWaterLevel}} | ||
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*'''includeWaterFeatures :''' a boolean indicating whether to also set the level of water features such as ponds and pools. | *'''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. | *'''includeWaterElements :''' a boolean indicating whether to also set the level of all water elements. | ||
{{New feature/item|3.0160|1.5.8|20716| | |||
*'''includeWorldSea :''' a boolean indicating whether to set the level of the sea water | |||
*'''includeOutsideWorldSea:''' a boolean indicating whether to also set the level of sea water outside the world area, ie. outside -3000, 3000. | |||
}} | |||
}} | }} | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
==See Also== | ==See Also== | ||
{{Client water functions}} | {{Client water functions}} |
Revision as of 16:52, 28 November 2020
Sets the height of some or all the water in the game world.
Syntax
bool setWaterLevel ( [water theWater,] float level )
bool setWaterLevel ( float level [, bool includeWaterFeatures = true, bool includeWaterElements = true ] )
bool setWaterLevel ( float level [, bool includeWaterFeatures = true, bool includeWaterElements = true, bool includeWorldSea = true, bool includeOutsideWorldSea = false ] )
OOP Syntax Help! I don't understand this!
- Method: water:setLevel(...)
- Variable: .level
- Counterpart: getWaterLevel
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.
- includeWorldSea : a boolean indicating whether to set the level of the sea water
- includeOutsideWorldSea: a boolean indicating whether to also set the level of sea water outside the world area, ie. outside -3000, 3000.
Returns
Returns true if successful, false in case of failure.
Alternate client-only syntax
Click to collapse [-]
Client onlybool setWaterLevel ( [float x, float y, float z,] float level )
Required Arguments
- level: the new Z coordinate of the water surface
Optional Arguments
The area of water containing that point or corresponding to that water element is changed.
- 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.
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