SetWaterVertexPosition: Difference between revisions

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==Example==
==Example==
<section name="Server" class="server" show="true">
This example creates a water whose vertices 2 and 4 go up and down when someone uses the '/water' command.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
--TODO
waterSquare = createWater (1418, -625, 91.8, 1436, -625, 91.8, 1418, -613, 91.8, 1436, -613, 91.8)
local waterVertices = false
 
function waterUp ()
    if waterVertices == false then
        setWaterVertexPosition (waterSquare, 2, 1436, -625, 94.8)
        setWaterVertexPosition (waterSquare, 4, 1436, -613, 94.8)
        waterVertices = true
    else
        setWaterVertexPosition (waterSquare, 2, 1436, -625, 91.8)
        setWaterVertexPosition (waterSquare, 4, 1436, -613, 91.8)
        waterVertices = false
    end
end
addCommandHandler("water", waterUp)
</syntaxhighlight>
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Water functions}}
{{Water functions}}

Revision as of 16:57, 11 May 2017

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Sets the world position of a corner point of a water area.

[[{{{image}}}|link=|]] Note: X and Y positions will be changed to an even integer. i.e. -2, 0, 2, 4 etc.

Syntax

bool setWaterVertexPosition ( water theWater, int vertexIndex, int x, int y, float z )


OOP Syntax Help! I don't understand this!

Method: water:setVertexPosition(...)
Counterpart: getWaterVertexPosition


Required Arguments

  • theWater: the water element of which to change a vertex.
  • vertexIndex: the index of the vertex to move. Values range from 1 to 4 for water quads, and 1 to 3 for triangles.
  • x: the X coordinate to set for the vertex.
  • y: the Y coordinate to set for the vertex.
  • z: the Z coordinate to set for the vertex.

Returns

Returns true if successful, false otherwise.

Example

Click to collapse [-]
Server

This example creates a water whose vertices 2 and 4 go up and down when someone uses the '/water' command.

waterSquare = createWater (1418, -625, 91.8, 1436, -625, 91.8, 1418, -613, 91.8, 1436, -613, 91.8)
local waterVertices = false

function waterUp ()
    if waterVertices == false then
        setWaterVertexPosition (waterSquare, 2, 1436, -625, 94.8)
        setWaterVertexPosition (waterSquare, 4, 1436, -613, 94.8)
        waterVertices = true
    else
        setWaterVertexPosition (waterSquare, 2, 1436, -625, 91.8)
        setWaterVertexPosition (waterSquare, 4, 1436, -613, 91.8)
        waterVertices = false
    end
end
addCommandHandler("water", waterUp)

See Also