# CreateColRectangle

This function creates a collision rectangle. This is a shape that has a position and a width and a depth. See Rectangle for a definition of a rectangle. XY marks on the south west corner of the colshape.

 [[{{{image}}}|link=|]] Tip: To visualize a colshape when writing scripts, use the client console command showcol
 [[{{{image}}}|link=|]] Note: Attaching a rectangle colshape to another element may give unexpected results as the origin is not at the rectangle centre. Try using a collision circle for attaching instead

## Syntax

```colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight )
```

OOP Syntax Help! I don't understand this!

Method: ColShape.Rectangle(...)

### Required Arguments

• fX: The X position of the collision rectangle's west side.
• fY: The Y position of the collision rectangle's south side.
• fWidth: The collision rectangle's width.
• fHeight: The collision rectangle'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, fWidth, fHeight)
local fX, fY, fWidth, fHeight = tonumber(fX), tonumber(fY), tonumber(fWidth), tonumber(fHeight)
if (not fX) or (not fY) or (not fWidth) or (not fHeight) then
outputChatBox("Syntax: /"..commandName.." [X] [Y] [Width] [Height]", playerSource)
else
if (theZone ~= nil) then
destroyElement(theZone)
end
local tempCol = createColRectangle(fX, fY, fWidth, fHeight)