CreateColSphere: Difference between revisions

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colshape createColSphere ( float fX, float fY, float fZ, float fRadius )
colshape createColSphere ( float fX, float fY, float fZ, float fRadius )
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{{OOP| |ColShape.Sphere||}}
===Required Arguments===  
===Required Arguments===  
*'''fX:''' The collision sphere's center point's X axis position
*'''fX:''' The collision sphere's center point's X axis position

Revision as of 05:40, 21 July 2014

This function creates a collision sphere. This is a shape that has a position and a radius. See Wikipedia for a definition of a sphere.

[[{{{image}}}|link=|]] Tip: To visualize a colshape when writing scripts, use the client console command showcol

Syntax

colshape createColSphere ( float fX, float fY, float fZ, float fRadius )

OOP Syntax Help! I don't understand this!

Method: ColShape.Sphere(...)


Required Arguments

  • fX: The collision sphere's center point's X axis position
  • fY: The collision sphere's center point's Y axis position
  • fZ: The collision sphere's center point's Z axis position
  • fRadius: The collision sphere's radius

Returns

Returns a colshape element if successful, false if invalid arguments were passed to the function.

Example

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Server

Example 1: 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.

theZone = false

function shapeHit ( thePlayer ) 
    outputChatBox ( getPlayerName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
end

function setZone ( playerSource, commandName, fX, fY, fZ )
    if ( fZ and fY and fX ) then -- check we've got all 3 args we need
        local tempCol = createColSphere ( fX, fY, fZ, 10.0 ) -- create a col
        if ( tempCol == false ) then -- did the col get created successfully?
            outputConsole ( "Syntax is: set_zone <X> <Y> <Z>" ) -- inform the user what the valid syntax is
        else
            if ( theZone ~= false ) then -- did we already have a zone?
                destroyElement ( theZone ) -- if so, destroy it
            else
                   addEventHandler ( "onColShapeHit", theZone, shapeHit ) -- add a handler for the onColShapeHit event
            end
            theZone = tempCol -- and store the new zone we've made
            outputChatBox ( "Zone has moved!" ) -- and tell everyone
        end
    end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone

Example 2: This example allows creation of claymores, which trigger and explode.

function createClaymore ( x,y,z, creator )
	local x,y,z = getElementPosition ( creator )
	local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) --create an object which looks like a claymore
	local claymoreCol = createColSphere ( x, y, z, 1 ) --create a col sphere with radius 1
	setElementData ( claymoreCol , "type", "claymore" ) --store the type of colshape so it can be retrieved
	setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymore
	setElementData ( claymoreCol, "creatorPlayer", creator ) --store the person who created it
end

function claymoreHit ( player, matchingDimension )
	if getElementData ( source, "type" ) == "claymore" then --ensure its a claymore
		--retrieve the object associated to the claymore, and who created it
		local claymoreObject = getElementData ( source, "object" )
		local claymoreCreator = getElementData ( source, "creatorPlayer" )
		--get the position of the claymore
		local x,y,z = getElementPosition ( source )
		createExplosion ( x,y,z, 12, claymoreCreator ) --create an explosion, associated to the creator, of a small size at the col's position
		--destroy the claymore object, and the col shape so it doesnt trigger again.
		destroyElement ( claymoreObject )
		destroyElement ( source )
	end
end
addEventHandler ( "onColShapeHit", getRootElement(), claymoreHit )

See Also