SetWaterLevel: Difference between revisions

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</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
<section name="Server" class="server" show="true">
This example code will slowly drain away all rivers and seas.
<syntaxhighlight lang="lua">
addCommandHandler("water",
  function(thePlayer, command, level)
    if level == nil then return end


    setWaterLevel(level)
    outputChatBox("Waterlevel is now: "..level)
  end
)
</syntaxhighlight>
</section>
==See Also==
==See Also==
{{Client water functions}}
{{Client water functions}}

Revision as of 17:14, 30 March 2009

Sets the height of some or all the water in the game world.

Syntax

bool setWaterLevel ( [float x, float y, float z,] float level )
bool setWaterLevel ( [water theWater], float level )

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.

Returns

Returns true if successful, false in case of failure (there is no water at the specified coordinates).

Example

Click to collapse [-]
Client

This 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 [-]
Server

This example code will slowly drain away all rivers and seas.

addCommandHandler("water",
  function(thePlayer, command, level)
    if level == nil then return end

    setWaterLevel(level)
    outputChatBox("Waterlevel is now: "..level)
  end
)

See Also