Difference between revisions of "AddCommandHandler"

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(Removed the second vehicle color example, as it did not work with new RGB colors (and there are already enough examples))
 
(21 intermediate revisions by 11 users not shown)
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{{Note_box|It is strongly advised that you do not use the same name for your handler function as the command name, as this can lead to confusion if multiple handler functions are used. Use a name that describes your handler's purpose more specifically.}}
 
{{Note_box|It is strongly advised that you do not use the same name for your handler function as the command name, as this can lead to confusion if multiple handler functions are used. Use a name that describes your handler's purpose more specifically.}}
 
This function will attach a scripting function (handler) to a console command, so that whenever a player or administrator uses the command the function is called.
 
This function will attach a scripting function (handler) to a console command, so that whenever a player or administrator uses the command the function is called.
 +
'''Note:''' You cannot use "check", "list" or "test" as a command name.
  
 
Multiple command handlers can be attached to a single command, and they will be called in the order that the handlers were attached. Equally, multiple commands can be handled by a single function, and the ''commandName'' parameter used to decide the course of action.
 
Multiple command handlers can be attached to a single command, and they will be called in the order that the handlers were attached. Equally, multiple commands can be handled by a single function, and the ''commandName'' parameter used to decide the course of action.
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<section name="Server" class="server" show="true">
 
<section name="Server" class="server" show="true">
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
bool addCommandHandler ( string commandName, function handlerFunction, [bool restricted = false, bool caseSensitive = true] )
+
bool addCommandHandler ( string commandName, function handlerFunction [, bool restricted = false, bool caseSensitive = true ] )
 
</syntaxhighlight>  
 
</syntaxhighlight>  
  
 
===Required Arguments===
 
===Required Arguments===
 
*'''commandName:''' This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
 
*'''commandName:''' This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
*'''handlerFunction:''' This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take two parameters, playerSource and commandName, followed by as many parameters you expect after your command (see below). These are all optional.
+
*'''handlerFunction:''' This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take two parameters, playerSource and commandName, followed by as many parameters as you expect after your command (see below). These are all optional.
 
===Optional Arguments===  
 
===Optional Arguments===  
 
{{OptionalArg}}  
 
{{OptionalArg}}  
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<section name="Client" class="client" show="true">
 
<section name="Client" class="client" show="true">
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
bool addCommandHandler ( string commandName, function handlerFunction, [bool caseSensitive = true] )
+
bool addCommandHandler ( string commandName, function handlerFunction [, bool caseSensitive = true ] )
 
</syntaxhighlight>  
 
</syntaxhighlight>  
  
 
===Required Arguments===
 
===Required Arguments===
 
*'''commandName:''' This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
 
*'''commandName:''' This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
*'''handlerFunction:''' This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take two parameters, playerSource and commandName, followed by as many parameters you expect after your command (see below). These are all optional.
+
*'''handlerFunction:''' This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take commandName parameter, followed by as many parameters as you expect after your command (see below). These are all optional.
 
===Optional Arguments===  
 
===Optional Arguments===  
 
{{OptionalArg}}  
 
{{OptionalArg}}  
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These are the parameters for the handler function that is called when the command is used.
 
These are the parameters for the handler function that is called when the command is used.
 
<section name="Server" class="server" show="true">
 
<section name="Server" class="server" show="true">
<syntaxhighlight lang="lua">player playerSource, string commandName, [string arg1, string arg2, ...] </syntaxhighlight>
+
<syntaxhighlight lang="lua">player playerSource, string commandName [, string arg1, string arg2, ... ] </syntaxhighlight>
  
* '''playerSource:''' The player who triggered the command. If not triggered by a player (e.g. by admin), this will be ''false''.
+
* '''playerSource:''' The player who triggered the command or the [[Element/Console|server console]]. If not triggered by a player (e.g. by admin) or server console, this will be ''false''.
 
* '''commandName:''' The name of the command triggered. This is useful if multiple commands go through one function.
 
* '''commandName:''' The name of the command triggered. This is useful if multiple commands go through one function.
* '''arg1, arg2, ...:''' Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain [[nil]]. You can deal with a variable number of arguments using the vararg expression, as shown in '''Example 4''' below.
+
* '''arg1, arg2, ...:''' Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain [[nil]]. You can deal with a variable number of arguments using the vararg expression, as shown in '''Server Example 2''' below.
 
</section>
 
</section>
  
 
<section name="Client" class="client" show="true">
 
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua"> string commandName, [string arg1, string arg2, ...] </syntaxhighlight>
+
<syntaxhighlight lang="lua">string commandName [, string arg1, string arg2, ... ] </syntaxhighlight>
 
* '''commandName:''' The name of the command triggered. This is useful if multiple commands go through one function.
 
* '''commandName:''' The name of the command triggered. This is useful if multiple commands go through one function.
* '''arg1, arg2, ...:''' Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain [[nil]]. You can deal with a variable number of arguments using the vararg expression, as shown in '''Example 4''' below.
+
* '''arg1, arg2, ...:''' Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain [[nil]]. You can deal with a variable number of arguments using the vararg expression, as shown in '''Server Example 2''' below.
 
</section>
 
</section>
  
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Returns ''true'' if the command handler was added successfully, ''false'' otherwise.
 
Returns ''true'' if the command handler was added successfully, ''false'' otherwise.
  
==Example==  
+
==Examples==  
 
<section name="Server" class="server" show="true">
 
<section name="Server" class="server" show="true">
 
'''Example 1:''' This example defines a command handler for the command ''createmarker''. This will create a red marker at the position of the player player who uses it.
 
'''Example 1:''' This example defines a command handler for the command ''createmarker''. This will create a red marker at the position of the player player who uses it.
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
 
-- Define our function that will handle this command
 
-- Define our function that will handle this command
function consoleCreateMarker ( playerSource )
+
function consoleCreateMarker ( playerSource, commandName )
 
-- If a player triggered it (rather than the admin) then
 
-- If a player triggered it (rather than the admin) then
 
if ( playerSource ) then
 
if ( playerSource ) then
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-- If a player, not an admin, triggered it,
 
-- If a player, not an admin, triggered it,
 
if playerSource then
 
if playerSource then
 +
local arg = {...}
 
-- Get the number of arguments in the arg table (arg table is the same as: {...})
 
-- Get the number of arguments in the arg table (arg table is the same as: {...})
 
local parameterCount = #arg
 
local parameterCount = #arg
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<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
 
-- make the function
 
-- make the function
function moneyCmd(player, cmd, amount)
+
function moneyCmd(player, commandName, amount)
 
     if getElementData(player, "canUseMoneyFunctions") then -- the shared logic
 
     if getElementData(player, "canUseMoneyFunctions") then -- the shared logic
         if cmd == "givemoney" then
+
         if commandName == "givemoney" then
 
             amount  = tonumber(amount)
 
             amount  = tonumber(amount)
 
             if amount then
 
             if amount then
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                 outputChatBox("[usage] /givemoney [amount]", player)
 
                 outputChatBox("[usage] /givemoney [amount]", player)
 
             end
 
             end
         else if cmd == "takemoney" then
+
         else if commandName == "takemoney" then
 
             amount = tonumber(amount)
 
             amount = tonumber(amount)
 
             if amount then
 
             if amount then
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</syntaxhighlight>
 
</syntaxhighlight>
 
</section>
 
</section>
<section name="Server" class="server" show="false">
 
'''Example 4:''' This example shows you how to create a function inside a commandHandler. This example creates an object, in this case a dildo, and attaches it to the player. Notice that unlike the other examples, we dont add 'addCommandHandler' after the function has been created. We create the function inside the commandHandler. This is not something you have to do, but it can save some work and space in the end in some cases.
 
  
<syntaxhighlight lang="lua">addCommandHandler("give_me_a_willy",function(player) -- Notice our function starts here
 
local x,y,z = getElementPosition(player)
 
local myObject = createObject(321,x,y,z)
 
setElementCollisionsEnabled(myObject ,false)
 
attachElements(myObject ,player,0.03,0.2,-0.45,0,0,90)
 
end) -- Remember to end the function before closing the commandHandler.
 
</syntaxhighlight>
 
</section>
 
<section name="Client" class="client" show="true">
 
'''Example 1:''' This creates a GUI window and allows a player to change its alpha (transparency) value with a command. Note that, in a clientside script, the player using the command is not passed as a parameter to the handler function, since it is always the local player.
 
 
<syntaxhighlight lang="lua">--Create a window
 
myWindow = guiCreateWindow ( 0.30, 0.10, 0.5, 0.60, "GUI window title", true )
 
 
--Add a command handler to change the alpha of the GUI window. Usage example: 'alpha 0.15'
 
function changeAlpha ( commandName, alphaAmount )
 
-- All command parameters are strings, so we'll convert the value to a number first
 
alphaAmount = tonumber(alphaAmount)
 
guiSetAlpha ( myWindow, alphaAmount )
 
end
 
addCommandHandler ( "alpha", changeAlpha )
 
</syntaxhighlight>
 
</section>
 
 
<section name="Client" class="client" show="false">
 
<section name="Client" class="client" show="false">
'''Example 2:''' This creates a GUI window and allows a player to change its alpha (transparency) value with a command. Note that, in a clientside script, the player using the command is not passed as a parameter to the handler function, since it is always the local player.
+
'''Example 1:''' This example warps the local player to a random nearby location (useful for when a player gets stuck somewhere).
  
<syntaxhighlight lang="lua">function escapeMe ( commandName, taskType )
+
<syntaxhighlight lang="lua">function escapeMe ( commandName )
local x, y, z = getElementPosition ( getLocalPlayer() ) --Get player's position
+
local x, y, z = getElementPosition ( localPlayer ) --Get player's position
setElementPosition ( getLocalPlayer(), x+(math.random(-10,10)), y+(math.random(-10,10)), z+(math.random(1,15)) ) --Move a player randomly to a nearby location. X is current x + a number between -10, 10 and so on.
+
setElementPosition ( localPlayer, x+(math.random(-10,10)), y+(math.random(-10,10)), z+(math.random(1,15)) ) --Move a player randomly to a nearby location. X is current x + a number between -10, 10 and so on.
 
end     
 
end     
 
addCommandHandler ( "escape", escapeMe ) --When player types "/escape" in chatbox or "escape" in console
 
addCommandHandler ( "escape", escapeMe ) --When player types "/escape" in chatbox or "escape" in console
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==See Also==
 
==See Also==
 
{{Server functions}}
 
{{Server functions}}
 +
 +
[[hu:addCommandHandler]]

Latest revision as of 13:23, 11 August 2018

Note: It is strongly advised that you do not use the same name for your handler function as the command name, as this can lead to confusion if multiple handler functions are used. Use a name that describes your handler's purpose more specifically.

This function will attach a scripting function (handler) to a console command, so that whenever a player or administrator uses the command the function is called. Note: You cannot use "check", "list" or "test" as a command name.

Multiple command handlers can be attached to a single command, and they will be called in the order that the handlers were attached. Equally, multiple commands can be handled by a single function, and the commandName parameter used to decide the course of action.

For users, a command is in the format:

commandName argument1 argument2

This can be triggered from the player's console or directly from the chat box by prefixing the message with a forward slash (/). For server side handlers, the server admin is also able to trigger these directly from the server's console in the same way as they are triggered from a player's console.

Syntax

Click to collapse [-]
Server
bool addCommandHandler ( string commandName, function handlerFunction [, bool restricted = false, bool caseSensitive = true ] )

Required Arguments

  • commandName: This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
  • handlerFunction: This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take two parameters, playerSource and commandName, followed by as many parameters as you expect after your command (see below). These are all optional.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • restricted: Specify whether or not this command should be restricted by default. Use this on commands that should be inaccessible to everyone as default except special users specified in the ACL (Access Control List). This is to make sure admin commands such as ie. 'punish' won't be available to everyone if a server administrator forgets masking it in ACL. Make sure to add the command to your ACL under the proper group for it to be usefull (i.e <right name="command.killEveryone" access="true"></right>). This argument defaults to false if nothing is specified.
  • caseSensitive: Specifies if the command handler will ignore the case for this command name.


Click to collapse [-]
Client
bool addCommandHandler ( string commandName, function handlerFunction [, bool caseSensitive = true ] )

Required Arguments

  • commandName: This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
  • handlerFunction: This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take commandName parameter, followed by as many parameters as you expect after your command (see below). These are all optional.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • caseSensitive: Specifies if the command handler will ignore the case for this command name.

Handler function parameters

These are the parameters for the handler function that is called when the command is used.

Click to collapse [-]
Server
player playerSource, string commandName [, string arg1, string arg2, ... ] 
  • playerSource: The player who triggered the command or the server console. If not triggered by a player (e.g. by admin) or server console, this will be false.
  • commandName: The name of the command triggered. This is useful if multiple commands go through one function.
  • arg1, arg2, ...: Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain nil. You can deal with a variable number of arguments using the vararg expression, as shown in Server Example 2 below.
Click to collapse [-]
Client
string commandName [, string arg1, string arg2, ... ] 
  • commandName: The name of the command triggered. This is useful if multiple commands go through one function.
  • arg1, arg2, ...: Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain nil. You can deal with a variable number of arguments using the vararg expression, as shown in Server Example 2 below.

Returns

Returns true if the command handler was added successfully, false otherwise.

Examples

Click to collapse [-]
Server

Example 1: This example defines a command handler for the command createmarker. This will create a red marker at the position of the player player who uses it.

-- Define our function that will handle this command
function consoleCreateMarker ( playerSource, commandName )
	-- If a player triggered it (rather than the admin) then
	if ( playerSource ) then
		-- Get that player's position
		local x, y, z = getElementPosition ( playerSource )
		-- Create a size 2, red checkpoint marker at their position
		createMarker ( x, y, z, "checkpoint", 2, 255, 0, 0, 255 )
		-- Output it in his chat box
		outputChatBox ( "You got a red marker", playerSource )
	end
end
-- Attach the 'consoleCreateMarker' function to the "createmarker" command
addCommandHandler ( "createmarker", consoleCreateMarker )
Click to expand [+]
Server
Click to expand [+]
Server
Click to expand [+]
Client

See Also