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	<id>https://wiki.multitheftauto.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brophy</id>
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	<updated>2026-04-24T18:05:49Z</updated>
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	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=CreateColPolygon&amp;diff=23438</id>
		<title>CreateColPolygon</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=CreateColPolygon&amp;diff=23438"/>
		<updated>2010-05-11T22:27:43Z</updated>

		<summary type="html">&lt;p&gt;Brophy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Server client function}}&lt;br /&gt;
{{Note_box|For this function to work correctly, get/set your bound points in an anti-clockwise fashion.}}&lt;br /&gt;
This function creates a collision polygon. See [http://en.wikipedia.org/wiki/Polygon Wikipedia] for a definition of a polygon. The first set of X Y of this shape is not part of the colshape bounds, so can set anywhere in the game world, however for performance, place it somewhere within the polygon. It should be noted this shape is '''2D'''. There should be at least 3 bound points set. &lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
colshape createColPolygon ( float fX, float fY, float fX1, float fY1, float fX2, float fY2, float fX3, float fY3, ... )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''fX:''' The X position of the collision polygon's dummy point&lt;br /&gt;
*'''fY:''' The Y position of the collision polygon's dummy point&lt;br /&gt;
*'''fX1:''' The 1st X position of the collision polygon's bound point&lt;br /&gt;
*'''fY1:''' The 1st Y position of the collision polygon's bound point&lt;br /&gt;
*'''fX2:''' The 2nd X position of the collision polygon's bound point&lt;br /&gt;
*'''fY2:''' The 2nd Y position of the collision polygon's bound point&lt;br /&gt;
*'''fX3:''' The 3rd X position of the collision polygon's bound point&lt;br /&gt;
*'''fY3:''' The 3rd Y position of the collision polygon's bound point&lt;br /&gt;
*'''...''' From the 3rd position you can have as many points as you require to create the colshape.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a [[colshape]] element if successful, ''false'' if invalid arguments were passed to the function.&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function ''set_zone''.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
theZone = false&lt;br /&gt;
 &lt;br /&gt;
function shapeHit ( thePlayer ) &lt;br /&gt;
    outputChatBox ( getPlayerName ( thePlayer ) .. &amp;quot; is in the zone!&amp;quot; )                -- display a message in everyone's chat box&lt;br /&gt;
end&lt;br /&gt;
 &lt;br /&gt;
function setZone ( playerSource, commandName, fX, fY, fX1, fY1, fX2, fY2, fX3, fY3 )   --Remember that after the 3rd position you &lt;br /&gt;
                                                                                       --can have as many points as you require to &lt;br /&gt;
                                                                                       --create the colshape.&lt;br /&gt;
&lt;br /&gt;
    if ( fY and fX and fX1 and fY1 and fX2 and fX3 and fY3 ) then                      -- check we've got the 8 args we need&lt;br /&gt;
        local tempCol = createColPolygon ( fX, fY, fX1, fY1, fX2, fY2, fX3, fY3 )      -- create a col&lt;br /&gt;
        if ( tempCol == false ) then                                                   -- did the col get created successfully?&lt;br /&gt;
            outputConsole (&amp;quot;Syntax is: set_zone &amp;lt;X&amp;gt; &amp;lt;Y&amp;gt; &amp;lt;X1&amp;gt; &amp;lt;Y1&amp;gt; &amp;lt;X2&amp;gt; &amp;lt;Y2&amp;gt; &amp;lt;X3&amp;gt; &amp;lt;Y3&amp;gt;&amp;quot;)-- inform the user what the valid syntax is&lt;br /&gt;
        else&lt;br /&gt;
            if ( theZone ~= false ) then                                               -- did we already have a zone?&lt;br /&gt;
                destroyElement ( theZone )                                             -- if so, destroy it&lt;br /&gt;
            else&lt;br /&gt;
                   addEventHandler ( &amp;quot;onColShapeHit&amp;quot;, theZone, shapeHit )              -- add a handler for the onColShapeHit event&lt;br /&gt;
            end&lt;br /&gt;
            theZone = tempCol                                                          -- and store the new zone we've made&lt;br /&gt;
            outputChatBox ( &amp;quot;Zone has moved!&amp;quot; )                                        -- and tell everyone&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
addCommandHandler ( &amp;quot;set_zone&amp;quot;, setZone )         -- add a console function called set_zone that will trigger the function setZone&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Collision shape functions}}&lt;/div&gt;</summary>
		<author><name>Brophy</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=CreateColPolygon&amp;diff=23437</id>
		<title>CreateColPolygon</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=CreateColPolygon&amp;diff=23437"/>
		<updated>2010-05-11T22:24:27Z</updated>

		<summary type="html">&lt;p&gt;Brophy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{Server client function}}&lt;br /&gt;
This function creates a collision polygon. See [http://en.wikipedia.org/wiki/Polygon Wikipedia] for a definition of a polygon. The first set of X Y of this shape is not part of the colshape bounds, so can set anywhere in the game world, however for performance, place it somewhere within the polygon. It should be noted this shape is '''2D'''. There should be at least 3 bound points set. &lt;br /&gt;
&lt;br /&gt;
Please Note: For this function to work correctly, get/set your bound points in an anti-clockwise fashion.&lt;br /&gt;
&lt;br /&gt;
==Syntax== &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
colshape createColPolygon ( float fX, float fY, float fX1, float fY1, float fX2, float fY2, float fX3, float fY3, ... )&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Required Arguments=== &lt;br /&gt;
*'''fX:''' The X position of the collision polygon's dummy point&lt;br /&gt;
*'''fY:''' The Y position of the collision polygon's dummy point&lt;br /&gt;
*'''fX1:''' The 1st X position of the collision polygon's bound point&lt;br /&gt;
*'''fY1:''' The 1st Y position of the collision polygon's bound point&lt;br /&gt;
*'''fX2:''' The 2nd X position of the collision polygon's bound point&lt;br /&gt;
*'''fY2:''' The 2nd Y position of the collision polygon's bound point&lt;br /&gt;
*'''fX3:''' The 3rd X position of the collision polygon's bound point&lt;br /&gt;
*'''fY3:''' The 3rd Y position of the collision polygon's bound point&lt;br /&gt;
*'''...''' From the 3rd position you can have as many points as you require to create the colshape.&lt;br /&gt;
&lt;br /&gt;
===Returns===&lt;br /&gt;
Returns a [[colshape]] element if successful, ''false'' if invalid arguments were passed to the function.&lt;br /&gt;
&lt;br /&gt;
==Example== &lt;br /&gt;
&amp;lt;section name=&amp;quot;Server&amp;quot; class=&amp;quot;server&amp;quot; show=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function ''set_zone''.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
theZone = false&lt;br /&gt;
 &lt;br /&gt;
function shapeHit ( thePlayer ) &lt;br /&gt;
    outputChatBox ( getPlayerName ( thePlayer ) .. &amp;quot; is in the zone!&amp;quot; )                -- display a message in everyone's chat box&lt;br /&gt;
end&lt;br /&gt;
 &lt;br /&gt;
function setZone ( playerSource, commandName, fX, fY, fX1, fY1, fX2, fY2, fX3, fY3 )   --Remember that after the 3rd position you &lt;br /&gt;
                                                                                       --can have as many points as you require to &lt;br /&gt;
                                                                                       --create the colshape.&lt;br /&gt;
&lt;br /&gt;
    if ( fY and fX and fX1 and fY1 and fX2 and fX3 and fY3 ) then                      -- check we've got the 8 args we need&lt;br /&gt;
        local tempCol = createColPolygon ( fX, fY, fX1, fY1, fX2, fY2, fX3, fY3 )      -- create a col&lt;br /&gt;
        if ( tempCol == false ) then                                                   -- did the col get created successfully?&lt;br /&gt;
            outputConsole (&amp;quot;Syntax is: set_zone &amp;lt;X&amp;gt; &amp;lt;Y&amp;gt; &amp;lt;X1&amp;gt; &amp;lt;Y1&amp;gt; &amp;lt;X2&amp;gt; &amp;lt;Y2&amp;gt; &amp;lt;X3&amp;gt; &amp;lt;Y3&amp;gt;&amp;quot;)-- inform the user what the valid syntax is&lt;br /&gt;
        else&lt;br /&gt;
            if ( theZone ~= false ) then                                               -- did we already have a zone?&lt;br /&gt;
                destroyElement ( theZone )                                             -- if so, destroy it&lt;br /&gt;
            else&lt;br /&gt;
                   addEventHandler ( &amp;quot;onColShapeHit&amp;quot;, theZone, shapeHit )              -- add a handler for the onColShapeHit event&lt;br /&gt;
            end&lt;br /&gt;
            theZone = tempCol                                                          -- and store the new zone we've made&lt;br /&gt;
            outputChatBox ( &amp;quot;Zone has moved!&amp;quot; )                                        -- and tell everyone&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
addCommandHandler ( &amp;quot;set_zone&amp;quot;, setZone )         -- add a console function called set_zone that will trigger the function setZone&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Collision shape functions}}&lt;/div&gt;</summary>
		<author><name>Brophy</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=Element/Vehicle&amp;diff=22090</id>
		<title>Element/Vehicle</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=Element/Vehicle&amp;diff=22090"/>
		<updated>2009-12-26T17:54:23Z</updated>

		<summary type="html">&lt;p&gt;Brophy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
The vehicle class represents vehicles in the GTA world. Vehicles can be occupied and controlled by players.&lt;br /&gt;
&lt;br /&gt;
The element type of this class is '''&amp;quot;vehicle&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
==XML syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;vehicle model=&amp;quot;&amp;quot; posX=&amp;quot;&amp;quot; posY=&amp;quot;&amp;quot; posZ=&amp;quot;&amp;quot; rotX=&amp;quot;&amp;quot; rotY=&amp;quot;&amp;quot; rotZ=&amp;quot;&amp;quot; color=&amp;quot;&amp;quot; upgrades=&amp;quot;&amp;quot; paintjob=&amp;quot;&amp;quot; plate=&amp;quot;&amp;quot; turretX=&amp;quot;&amp;quot; turretY=&amp;quot;&amp;quot; health=&amp;quot;&amp;quot; sirens=&amp;quot;&amp;quot; landingGearDown=&amp;quot;&amp;quot; specialState=&amp;quot;&amp;quot; locked=&amp;quot;&amp;quot; interior=&amp;quot;&amp;quot; dimension=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Attributes===&lt;br /&gt;
* '''model''': The [[Vehicle IDs|vehicle ID]] of the vehicle being created.&lt;br /&gt;
* '''posX''': A float representing the X position of the vehicle.&lt;br /&gt;
* '''posY''': A float representing the Y position of the vehicle.&lt;br /&gt;
* '''posZ''': A float representing the Z position of the vehicle.&lt;br /&gt;
&lt;br /&gt;
===Optional Attributes===&lt;br /&gt;
* '''rotX''': A float representing the X rotation of the vehicle.&lt;br /&gt;
* '''rotY''': A float representing the Y rotation of the vehicle.&lt;br /&gt;
* '''rotZ''': A float representing the Z rotation of the vehicle.&lt;br /&gt;
* '''color''': An integer indicating the vehicle's [[Vehicle Colors|color(s)]] (seperated by commas).&lt;br /&gt;
* '''upgrades''': An integer representing the vehicle's mod upgrade(s) (seperated by commas), defined in San Andreas\data\maps\veh_mods\veh_mods.ide&lt;br /&gt;
* '''paintjob''': An integer indicating the vehicle's paint job (only works on certain vehicles).&lt;br /&gt;
* '''plate''': A set of up to 8 characters that will be shown on the vehicle's license plate.&lt;br /&gt;
* '''turretX''': the vehicle's turret's rotation around the Z axis, in radians. Relative to the vehicle's rotation, i.e. turretX=0 will always make the turret point in the same direction as the vehicle.&lt;br /&gt;
* '''turretY''': the vehicle's turret's rotation around the X axis, in radians. 0 means horizontal, positive values will make it point up and negative values point it down.&lt;br /&gt;
* '''health''': the vehicle's health. A value of 1000 means completely healthy, although higher values are allowed.&lt;br /&gt;
* '''sirens''': whether or not the vehicle's sirens are on (e.g. police cars and ambulances). Possible values are &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot;.&lt;br /&gt;
* '''landingGearDown''': whether or not the vehicle's landing gear is down (only applicable to planes). Possible values are &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot;.&lt;br /&gt;
* '''locked''': whether or not the vehicle's doors are locked. &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;.&lt;br /&gt;
* '''interior''': the interior number of the vehicle&lt;br /&gt;
* '''dimension''': the dimension number of the vehicle&lt;br /&gt;
&lt;br /&gt;
==Related scripting functions==&lt;br /&gt;
{{Vehicle functions}}&lt;br /&gt;
[[Category:Element Types]]&lt;br /&gt;
&lt;br /&gt;
[[it:Elemento/Veicolo]]&lt;/div&gt;</summary>
		<author><name>Brophy</name></author>
	</entry>
	<entry>
		<id>https://wiki.multitheftauto.com/index.php?title=User:Brophy&amp;diff=21368</id>
		<title>User:Brophy</title>
		<link rel="alternate" type="text/html" href="https://wiki.multitheftauto.com/index.php?title=User:Brophy&amp;diff=21368"/>
		<updated>2009-08-30T10:10:55Z</updated>

		<summary type="html">&lt;p&gt;Brophy: Created page with 'IJs and ChrML fear BrophY &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Image:BatChild.jpg'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IJs and ChrML fear BrophY&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:BatChild.jpg]]&lt;/div&gt;</summary>
		<author><name>Brophy</name></author>
	</entry>
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