CreateColTube: Difference between revisions

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__NOTOC__  
__NOTOC__  
This function creates a collision tube. This is a shape that has a position and a 2D (X/Y) radius and a height. See [http://en.wikipedia.org/wiki/Tube Tube] for a definition of a tube. A tube is similar to a colcircle, except that it has a limited height, this means you can limit the distance above the position defined by (fX, fY, fZ) that the collision is detected.
{{Server client function}}
 
This function creates a collision tube. This is a shape that has a position and a 2D (X/Y) radius and a height. See [http://en.wikipedia.org/wiki/Cylinder_(geometry) Cylinder] for a definition of a tube. A tube is similar to a colcircle, except that it has a limited height, this means you can limit the distance above the position defined by (fX, fY, fZ) that the collision is detected.
{{VisualizeColshape}}
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
colshape createColTube ( float fX, float fY, float fZ, float fRadius, float fHeight)
colshape createColTube ( float fX, float fY, float fZ, float fRadius, float fHeight )
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP| |ColShape.Tube||}}
===Required Arguments===  
===Required Arguments===  
*'''fX:''' The collision tube's center point's X axis position
*'''fX:''' The position of the base of the tube's center on the X axis
*'''fY:''' The collision tube's center point's Y axis position
*'''fY:''' The position of the base of the tube's center on the Y axis
*'''fZ:''' The collision tube's center point's Z axis position
*'''fZ:''' The position of the base of the tube's center on the Z axis
*'''fRadius:''' The collision tube's radius
*'''fRadius:''' The collision tube's radius
*'''fHeight:''' The collision tube's height
*'''fHeight:''' The collision tube's height
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==Example==  
==Example==  
<section name="Server" class="server" show="true">
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''.
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''.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
theZone = false
theZone = false


addCommandHandler ( "set_zone", "setZone" ) -- add a console function called set_zone that will trigger the function setZone
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 )
function setZone ( playerSource, commandName, fX, fY, fZ )
     if ( fZ and fY and fX ) then -- check we've got all 3 args we need
     if ( fZ and fY and fX ) then -- check we've got all 3 args we need
         local tempCol = createColTube ( fX, fY, fZ, 10.0, 20.0 ) -- create a col
         local tempCol = createColTube ( fX, fY, fZ, 10.0, 10.0 ) -- create a col
         if ( tempCol == false ) then -- did the col get created successfully?
         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
             outputConsole ( "Syntax is: set_zone <X> <Y> <Z>" ) -- inform the user what the valid syntax is
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             if ( theZone ~= false ) then -- did we already have a zone?
             if ( theZone ~= false ) then -- did we already have a zone?
                 destroyElement ( theZone ) -- if so, destroy it
                 destroyElement ( theZone ) -- if so, destroy it
            else
                  addEventHandler ( "onColShapeHit", theZone, shapeHit ) -- add a handler for the onColShapeHit event
             end
             end
             theZone = tempCol -- and store the new zone we've made
             theZone = tempCol -- and store the new zone we've made
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     end
     end
end
end
 
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone
addEventHandler ( "onColShapeHit", getRootElement(), "shapeHit" ) -- add a handler for the onColShapeHit event
function shapeHit ( thePlayer )
    outputChatBox ( getClientName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
end
</syntaxhighlight>
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Collision shape functions}}
{{Collision shape functions}}
[[hu:createColTube]]

Revision as of 10:15, 10 October 2018

This function creates a collision tube. This is a shape that has a position and a 2D (X/Y) radius and a height. See Cylinder for a definition of a tube. A tube is similar to a colcircle, except that it has a limited height, this means you can limit the distance above the position defined by (fX, fY, fZ) that the collision is detected.

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

Syntax

colshape createColTube ( float fX, float fY, float fZ, float fRadius, float fHeight )

OOP Syntax Help! I don't understand this!

Method: ColShape.Tube(...)


Required Arguments

  • fX: The position of the base of the tube's center on the X axis
  • fY: The position of the base of the tube's center on the Y axis
  • fZ: The position of the base of the tube's center on the Z axis
  • fRadius: The collision tube's radius
  • fHeight: The collision tube's height

Returns

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

Example

Click to collapse [-]
Server

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 = createColTube ( fX, fY, fZ, 10.0, 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

See Also