Difference between revisions of "SetElementData"

From Multi Theft Auto: Wiki
m
Line 2: Line 2:
 
__NOTOC__  
 
__NOTOC__  
 
This function stores [[element data]] under a certain key, attached to an element. Element data set using this is then synced with all clients or the server. As such you should avoid passing data that is not able to be synced into this function (i.e. xmlnodes, acls, aclgroups etc.) Server-created elements are able to be synced.
 
This function stores [[element data]] under a certain key, attached to an element. Element data set using this is then synced with all clients or the server. As such you should avoid passing data that is not able to be synced into this function (i.e. xmlnodes, acls, aclgroups etc.) Server-created elements are able to be synced.
 +
 +
{{Tip|A simple and efficient way to make a variable known to the server and clients is to use setElementData on the [[root]] element.}}
 +
{{Note|See [[Script security]] for tips on preventing cheaters when using events and element data}}
  
 
==Syntax==  
 
==Syntax==  
Line 19: Line 22:
 
===Returns===
 
===Returns===
 
Returns ''true'' if the data was set succesfully, ''false'' otherwise.
 
Returns ''true'' if the data was set succesfully, ''false'' otherwise.
 
{{Tip|A simple and efficient way to make a variable known to the server and clients is to use setElementData on the [[root]] element.}}
 
{{Note|See [[Script security]] for tips on preventing cheaters when using events and element data}}
 
  
 
==Example==  
 
==Example==  

Revision as of 08:28, 6 November 2013

This function stores element data under a certain key, attached to an element. Element data set using this is then synced with all clients or the server. As such you should avoid passing data that is not able to be synced into this function (i.e. xmlnodes, acls, aclgroups etc.) Server-created elements are able to be synced.


[[{{{image}}}|link=]] Tip: A simple and efficient way to make a variable known to the server and clients is to use setElementData on the root element.
[[{{{image}}}|link=]] Note: See Script security for tips on preventing cheaters when using events and element data

Syntax

bool setElementData ( element theElement, string key, var value [, bool synchronize = true ] )

Required Arguments

  • theElement: The element you wish to attach the data to.
  • key: The key you wish to store the data under. (Maximum 31 characters.)
  • value: The value you wish to store. See element data for a list of acceptable datatypes.

Optional Arguments

  • synchronize: Determines whether or not the data will be synchronized with the server (client-side variation) and remote clients (both variations).

Returns

Returns true if the data was set succesfully, false otherwise.

Example

Click to collapse [-]
Server

This example allows a player to add a custom tag onto their nickname, and also reverts it back to normal if they wish.

function addPlayerCustomTag ( thePlayer, command, newTag )
	--Let's make sure the newTag param has been entered...
	if ( newTag ) then
		--Grab their current playername for saving.
		local sPlayerNickname = getPlayerName ( thePlayer )
		--Create their new nickname with their tag
		local sNewPlayerNickname = newTag .. " " .. sPlayerNickname
		
		--Let's first load the element data, see if it's there already
		--The reason for this is that if a player were to do /addtag twice,
		--the tag would be prepended a second time
		local sOldNick = getElementData( thePlayer, "tempdata.originalnick" )
		if ( sOldNick == false ) then
			--Save their orignal nickname in their element data
			setElementData ( thePlayer, "tempdata.originalnick", sPlayerNickname )
		end
		
		--Set their new nickname globally
		setPlayerName ( thePlayer, sNewPlayerNickname )
		
		--Tell them it's done
		outputChatBox ( "Your new nickname has been set, to put it back to its original state you can use /deltag", thePlayer )
	else
		--The newTag param was not entered, give an error message
		outputChatBox ( "/addtag - Incorrect syntax, Correct: /addtag <newtag>", thePlayer )
	end
end
addCommandHandler ( "addtag", addPlayerCustomTag )

function removePlayerCustomTag ( thePlayer, command )
	--We first need to check that they have already used /addtag, let's do that now
	local sOldNick = getElementData( thePlayer, "tempdata.originalnick" )
	if ( sOldNick ) then
		--Great, they have a tag added, let's reset them
		
		--First we will want to reset the element data back to its default (that being false)
		setElementData ( thePlayer, "tempdata.originalnick", false )
		
		--Now set the client name back
		setPlayerName( thePlayer, sOldNick )
		
		--Notify them
		outputChatBox ( "Your old nickname has been set", thePlayer )
	end
end
addCommandHandler ( "deltag", removePlayerCustomTag )

See Also

FROM VERSION 1.5.7 r20447 ONWARDS