Raycasting::testCapsule: Difference between revisions

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*'''flags:''' Int
*'''flags:''' Int
===Return value===
===Return value===
*'''object:''' position, surfaceNormal, material, entity
*'''object:''' position (Entity Coordinates) , surfaceNormal, material (Entity Model) , entity (Handle)
 
==Example==
==Example==
<div class="header" style="background-color: #408DAE; color: #FFFFFF; border: 2px solid #408DAE;">
<div class="header" style="background-color: #408DAE; color: #FFFFFF; border: 2px solid #408DAE;">

Revision as of 23:06, 17 May 2018

Raycast from point to point, where the ray has a radius.

Syntax

mp.raycasting.testCapsule(pos1, pos2, radius[, ignoredEntity][, flags]);

Required Arguments

  • pos1: Vector3
  • pos2: Vector3
  • radius: Float
  • ignoreEntity: Entity handle or object
  • flags: Int

Return value

  • object: position (Entity Coordinates) , surfaceNormal, material (Entity Model) , entity (Handle)

Example

Client-Side
mp.events.add('render', () => {
	const startPosition = player.getBoneCoords(12844, 0.5, 0, 0);
	const endPosition = new mp.Vector3(0, 0, 75);

	const hitData = mp.raycasting.testCapsule(startPosition, endPosition, 0.5);
	if (!hitData) {
		mp.game.graphics.drawLine(startPosition.x, startPosition.y, startPosition.z, endPosition.x, endPosition.y, endPosition.z, 255, 255, 255, 255); // Is in line of sight
	} else {
		mp.game.graphics.drawLine(startPosition.x, startPosition.y, startPosition.z, endPosition.x, endPosition.y, endPosition.z, 255, 0, 0, 255); // Is NOT in line of sight
	}
});

See also

Template:Worldprobe s function c