This template is no longer in use as it results in poor readability. This function will create a console command and attach it to a function, so that whenever a player or administrator uses the command the function is called.
Multiple command handlers can be attached to a single function, 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.
bool addCommandHandler ( string commandName, string handlerFunction )
- commandName: This is the name of the command you wish to add. This is what must be typed into the console to trigger the function.
- handlerFunction: This is the name of the function that you want the command to trigger. This function should take two parameters, playerSource and commandName followed by as many parameters you expect after your command.
player playerSource, string commandName, [string args ...]
- 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.
- args: Each word after command name in the original command is passed here in seperate variables. If there is no value for an argument, the variable will contain nil.
Returns true if the command handler was added successfully, false otherwise.
Example 1: This example defines a command handler for the command createmarker. This will create a red marker at the player who uses it's position.
-- Register the command handler and attach it to the 'consoleCreateMarker' function addCommandHandler ( "createmarker", "consoleCreateMarker" ) -- Define our function that will handle this command function consoleCreateMarker ( playerSource, commandName ) -- If a player triggered it (rather than the admin) then if ( playerSource ) -- Get that player's position x, y, z = getEntityPosition ( playerSource ) -- Create a marker at their position createMarker ( x, y, z, 0, "checkpoint", 255, 0, 0, 255 ) -- Output it in the chat box outputChatBox ( "You got a red marker", playerSource ) end end
Example 2: This example implements a set_vehicle_color function.
-- Register the command handler and attach it to the 'consoleSetVehicleColor' function addCommandHandler ( "set_vehicle_color", "consoleSetVehicleColor" ) -- Define our function that will handle this command function consoleSetVehicleColor ( playerSource, commandName, col1, col2, col3, col4 ) -- If a player triggered this in-game if ( playerSource ) then -- Get the player's vehicle playerVehicle = getPlayerOccupiedVehicle ( playerSource ) -- If the player is in a vehicle and we've got at least 1 parameter if ( playerVehicle and col1 ) then -- Get the vehicle's existing color and use it if fewer than 4 arguments were passed exCol1, exCol2, exCol3, exCol4 = getVehicleColor ( playerVehicle ) if not col2 then col2 = exCol2 end if not col3 then col3 = exCol3 end if not col4 then col4 = exCol4 end -- Set the vehicle's color setVehicleColor ( playerVehicle, col1, col2, col3, col4 ) else -- If we didn't get at least 1 parameter or the player doesn't have a vehicle, display some help text outputConsole ( "This function will set your current vehicle's colors. A vehicle can have up to 4 colors.", playerSource ) outputConsole ( "Syntax: set_vehicle_color color1 [ color2 color3 color4 ]", playerSource ) outputConsole ( "You must be in a vehicle to use this function.", playerSource ) end end end