CreateColTube: Difference between revisions

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{{OOP| |ColShape.Tube||}}
{{OOP| |ColShape.Tube||}}
===Required Arguments===  
===Required Arguments===  
*'''fX:''' The position of the base of the tube's center on the X axis
*'''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
*'''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
*'''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.


===Returns===
===Returns===
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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
local theZone


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


function setZone ( playerSource, commandName, fX, fY, fZ )
function setZone(playerSource, commandName, fX, fY, fZ, fRadius, fHeight)
     if ( fZ and fY and fX ) then -- check we've got all 3 args we need
     local fX, fY, fZ, fRadius, fHeight = tonumber(fX), tonumber(fY), tonumber(fZ), tonumber(fRadius), tonumber(fHeight)
        local tempCol = createColTube ( fX, fY, fZ, 10.0, 10.0 ) -- create a col
    if (not fX) or (not fY) or (not fZ) or (not fRadius) or (not fHeight) then
        if ( tempCol == false ) then -- did the col get created successfully?
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Z] [Radius] [Height]", playerSource)
            outputConsole ( "Syntax is: set_zone <X> <Y> <Z>" ) -- inform the user what the valid syntax is
    else
        else
        if (theZone ~= nil) then
            if ( theZone ~= false ) then -- did we already have a zone?
            destroyElement(theZone)
                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
        local tempCol = createColTube(fX, fY, fZ, fRaduis, fHeight)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
     end
     end
end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone
addCommandHandler("set_zone", setZone, false, false)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
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==See Also==
==See Also==
{{Collision shape functions}}
{{Collision shape functions}}
[[hu:createColTube]]

Latest revision as of 09:29, 6 November 2023

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.

local theZone

function shapeHit(thePlayer)
    outputChatBox(getPlayerName(thePlayer).. " is in the zone!")
end

function setZone(playerSource, commandName, fX, fY, fZ, fRadius, fHeight)
    local fX, fY, fZ, fRadius, fHeight = tonumber(fX), tonumber(fY), tonumber(fZ), tonumber(fRadius), tonumber(fHeight)
    if (not fX) or (not fY) or (not fZ) or (not fRadius) or (not fHeight) then
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Z] [Radius] [Height]", playerSource)
    else
        if (theZone ~= nil) then
            destroyElement(theZone)
        end
        local tempCol = createColTube(fX, fY, fZ, fRaduis, fHeight)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
    end
end
addCommandHandler("set_zone", setZone, false, false)

See Also