AddCommandHandler: Difference between revisions

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(Removed the first clientside example, tidied up the 2nd (and made it the first).)
(Removed the 'give_me_a_willy' example as it was not relevant.)
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addCommandHandler("takemoney", moneyCmd);
addCommandHandler("takemoney", moneyCmd);
</syntaxhighlight>
</syntaxhighlight>
</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="false">
<section name="Client" class="client" show="false">

Revision as of 06:50, 1 December 2011

This template is no longer in use as it results in poor readability. 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.

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

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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 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 two parameters, playerSource and commandName, followed by as many parameters 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. If not triggered by a player (e.g. by admin), 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 Example 4 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 Example 4 below.

Returns

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

Examples

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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 )
	-- 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

See Also