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isLineOfSightClear

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This function checks if there are obstacles between two points of the game world, optionally ignoring certain kinds of elements. Use processLineOfSight if you want more information about what the ray hits.

Note

This function does currently NOT support collisions with the "shootthrough" flag enabled. That means: isLineOfSightClear will never collide with such collisions and this can lead to unreliabilities. The "shootthrough" flag is used by many beach/sand/underwater objects.

Syntax

isLineOfSightClear ( )

Code Examples

client

isLineOfSightClear is the economical way to cast a ray in the world. This example demonstrates how you can easily implement basic NPC behaviour such as jumping obstacles. A 3D line is drawn connecting the two points in the ray.

local t_Data = {}
local function updateNPC ()
if (not isElement(t_Data.ped) or (getElementHealth(t_Data.ped) == 0)) then
return toggleNPCFollower ()
end
local t_PlayerPos = {getElementPosition(localPlayer)}
local t_PedPos = {getElementPosition(t_Data.ped)}
local intDistance = getDistanceBetweenPoints3D (t_PedPos[1], t_PedPos[2], t_PedPos[3], unpack(t_PlayerPos))
if (intDistance < 4) then
setPedControlState (t_Data.ped, 'forwards', false)
return true
end
-- Calculate the rotation between ped and player position
local intPedRot = -math.deg (math.atan2(t_PlayerPos[1] - t_PedPos[1], t_PlayerPos[2] - t_PedPos[2]))
if intPedRot < 0 then intPedRot = intPedRot + 360 end;
setElementRotation (t_Data.ped, 0, 0, intPedRot, 'default', true)
-- At this point we know that the ped needs to move it
setPedControlState (t_Data.ped, 'forwards', true)
local bPathClear = true
local t_Matrix = getElementMatrix (t_Data.ped)
-- Calculate a position 1m ahead of ped
local int_RayX = t_Matrix[2][1] + t_Matrix[4][1]
local int_RayY = t_Matrix[2][2] + t_Matrix[4][2]
local int_RayZ = t_Matrix[2][3] + t_Matrix[4][3]
-- We cast 10 rays 1m ahead of the ped
for i = 1, 10 do
local intSourceX, intSourceY, intSourceZ = t_PedPos[1], t_PedPos[2], t_PedPos[3]
-- The target position height is identical to the center of the ped (1m above ground)
-- We lower this value by 0.5m to detect short obstacles
local intTargetX, intTargetY, intTargetZ = int_RayX, int_RayY, int_RayZ - 0.5 + i*0.2
bPathClear = isLineOfSightClear (intSourceX, intSourceY, intSourceZ, intTargetX, intTargetY, intTargetZ, true, true, false, true)
dxDrawLine3D (intSourceX, intSourceY, intSourceZ, intTargetX, intTargetY, intTargetZ, bPathClear and tocolor(255,255,255,255) or tocolor(255,0,0,255))
if (not bPathClear) then
break
end
end
if (not bPathClear) then
setPedControlState (t_Data.ped, 'jump', true)
else
setPedControlState (t_Data.ped, 'jump', false)
end
if (intDistance > 15) then
setPedControlState (t_Data.ped, 'sprint', true)
else
setPedControlState (t_Data.ped, 'sprint', false)
end
end
function toggleNPCFollower ()
if (t_Data.ped) then
if (t_Data.updateNPCTimer) then
if (isTimer(t_Data.updateNPCTimer)) then
killTimer (t_Data.updateNPCTimer)
end
end
if (isElement(t_Data.ped)) then
destroyElement (t_Data.ped)
end
t_Data.ped = nil
return true
end
local intX, intY, intZ = getElementPosition (localPlayer)
local _, _, intRZ = getElementRotation (localPlayer)
local t_Matrix = getElementMatrix (localPlayer)
-- Calculate a position 4m behind local player
local intPedX = -4 * t_Matrix[2][1] + t_Matrix[4][1]
local intPedY = -4 * t_Matrix[2][2] + t_Matrix[4][2]
local intPedZ = -4 * t_Matrix[2][3] + t_Matrix[4][3]
t_Data.ped = createPed (0, intPedX, intPedY, intPedZ, intRZ)
t_Data.updateNPCTimer = setTimer (updateNPC, 50, 0)
end
addCommandHandler ('npc', toggleNPCFollower)

See Also

World Functions