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createWater

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Creates an area of water.

Note

X and Y positions will be changed to an even integer. i.e. -2, 0, 2, 4 etc.

Important

If you're working with dimensions, be sure to apply it by using setElementDimension .

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Syntax

water createWater ( ​float x1, ​float y1, ​float z1, ​float x2, ​float y2, ​float z2, ​float x3, ​float y3, ​float z3, ​float x4, ​float y4, ​float z4, [ ​bool bShallow = false ] )
Required arguments
  • x1: MISSING_PARAM_DESC
  • y1: MISSING_PARAM_DESC
  • z1: MISSING_PARAM_DESC
  • x2: MISSING_PARAM_DESC
  • y2: MISSING_PARAM_DESC
  • z2: MISSING_PARAM_DESC
  • x3: MISSING_PARAM_DESC
  • y3: MISSING_PARAM_DESC
  • z3: MISSING_PARAM_DESC
  • x4: MISSING_PARAM_DESC
  • y4: MISSING_PARAM_DESC
  • z4: MISSING_PARAM_DESC
Optional arguments

Note: when using optional arguments, you might need to supply all arguments before the one you wish to use.

  • bShallow (default: false): gives the water a shallow water effect.

Returns

Returns a water element if successful, false otherwise. The water element can be repositioned with setElementPosition and destroyed with destroyElement .

  • water: value

Code Examples

shared

Example code for creating a water area to cover the entire San Andreas Map (flood the cities). Also,setWaterLevelis used to raise the existing rivers and lakes.

-- Setting water properties.
height = 40
SizeVal = 2998
-- Defining variables.
southWest_X = -SizeVal
southWest_Y = -SizeVal
southEast_X = SizeVal
southEast_Y = -SizeVal
northWest_X = -SizeVal
northWest_Y = SizeVal
northEast_X = SizeVal
northEast_Y = SizeVal
-- OnClientResourceStart function that creates the water.
function thaResourceStarting( )
water = createWater ( southWest_X, southWest_Y, height, southEast_X, southEast_Y, height, northWest_X, northWest_Y, height, northEast_X, northEast_Y, height )
setWaterLevel ( height )
end
addEventHandler("onClientResourceStart", resourceRoot, thaResourceStarting)