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createLight

Client-side
Server-side
Shared

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This function creates a 3D light in the world.

Note

The direction of the light only has any effect if the light type is spot light . One light will only apply illumination effects to peds , players , wheels and number plates (like a emergency vehicle siren light does). Two or more lights will apply illumination effects to everything (excluding objects) that is in range of, at least, two of them.

OOP Syntax Help! I don't understand this!

Syntax

light createLight ( int lightType, float posX, float posY, float posZ, [ float radius = 3, int r = 255, int g = 0, int b = 0, float dirX = 0, float dirY = 0, float dirZ = 0 ] )
Required Arguments
  • lightType: An integer representing the type of light to create. 0 : Point light, which illuminates surroundings evenly across the light radius. 1 : Spot light, which illuminates the direction of the light defined by dirX , dirY and dirZ . 2 : Dark light, which darkens its surrounding elements to full black.
  • posX: A floating point number representing the X coordinate on the map.
  • posY: A floating point number representing the Y coordinate on the map.
  • posZ: A floating point number representing the Z coordinate on the map.
Optional Arguments

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

  • radius (default: 3): A floating point number representing the radius of the light.
  • r (default: 255): An integer number representing the amount of red to use in the colouring of the light (0 - 255).
  • g (default: 0): An integer number representing the amount of green to use in the colouring of the light (0 - 255).
  • b (default: 0): An integer number representing the amount of blue to use in the colouring of the light (0 - 255).
  • dirX (default: 0): A floating point number representing the light direction's X coordinate on the map.
  • dirY (default: 0): A floating point number representing the light direction's Y coordinate on the map.
  • dirZ (default: 0): A floating point number representing the light direction's Z coordinate on the map.

Returns

  • light: value

Returns the light element if creation was successful, false otherwise.

Code Examples

shared

This example will make every player to look completely black without using shaders. It will also dark vehicles he uses too.

local lightRadius = 2 * getElementRadius(localPlayer) -- Every standard player model has the same radius, so save it for quicker access
local lights = { [localPlayer] = createLight(2, 0, 0, 0, lightRadius) } -- Initialize our light table with the one that the local player will use for the effect
local function addPlayerDarkLight()
-- Create a new dark light for that player
lights[source] = createLight(2, 0, 0, 0, lightRadius)
end
addEventHandler("onClientPlayerJoin", root, addPlayerDarkLight)
local function removePlayerDarkLight()
-- Destroy the light of that player and remove references
destroyElement(lights[source])
lights[source] = nil
end
addEventHandler("onClientPlayerQuit", root, removePlayerDarkLight)
-- Make the dark light assigned to each player to move with his center, so we achieve the desired effect
local function updateLightPositions()
for player, light in pairs(lights) do
if isElementStreamedIn(player) then
setElementPosition(light, getPedBonePosition(player, 2))
end
end
end
addEventHandler("onClientPreRender", root, updateLightPositions)