Advanced Topics: Difference between revisions

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This page explains some advanced things you can do with scripts, this page should probably be changed later, depending how useful it is.
This page explains some advanced things you can do with scripts, this page should probably be changed later, depending how useful it is.


==Custom element types==
==Custom element types==
One of the most powerful areas of MTA scripting is custom element types. These types can be defined in map files and their functionality implemented by scripts. In this example, we're going to look at a custom ''flag'' element, such as you would use in a ''capture-the-flag'' game-mode, though this same method could be used for many different things.
===Forward===
One of the most powerful areas of MTA scripting is custom element types. That is, they are nothing else then new objects you add to extend GTA's world diversity. For instance, the race gamemode uses the spawnpoint and pickup elements to make player matches possible by providing spawn locations and pickups to help them during the track.


First of all you need to decide what format you want the element to be defined in, we're going to use the following:
By simply defining the element type in any map file entry, MTA automatically recognizes it as a custom one when it starts. Its up to the script to decide how to deal with the information provided. In this section, we're going over the steps how to implement part of the capture-the-flag's system, but this same method can be used for many different things.
 
 
===Implemention of an imaginary flag===
First of all, we can't possibly code without thinking how our system going to work first. Lets say we have an imaginary flag around the city created by an ordinary map file:
<syntaxhighlight lang="lua">[pua,N]
<syntaxhighlight lang="lua">[pua,N]
<flag id="redFlag" name="red team flag" posX="1210.0" posY="-2241.34" posZ="18.4332" />
<flag id="redFlag" name="red team flag" posX="1210.0" posY="-2241.34" posZ="18.4332" />
</syntaxhighlight>
</syntaxhighlight>
Why this way? Because it must have an ID to differ from others, a name to be displayed in the game and world position. What we just did was to outline the flag's basic information that our ctf system will require. From that point, we can start coding.


Now you can define the flag element in the map file.


Next, you can write some code to handle your flag element. First of all, lets add an event that happens when you pick it up, called ''onFlagPickup''. We should do this in an external script file, lets call this ''capture-the-flag.lua''. At the top of the file (outside any functions), define the event:
To keep things simple, we'll create a tiny resource for this tutorial, and you should already know [[Scripting_Introduction#Creating_a_simple_script|how to spawn a player]] and [[Scripting_Introduction#Events|make use of events]]. That resource ''will spawn people and handle any flag element created by the current running map'' and it only needs one server-side script called ctf.lua or just whatever name you want to give to it.


With the player spawn code in the script, lets add an custom event that happens when someone pick a flag up, called ''onFlagPickup''. It may be defined anywhere in your script, but it should already exists if you want to use it (i.e. addEventHandler). So, our script will look like this:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
addEvent ( "onFlagPickup",true)
local spawnX, spawnY, spawnZ = 1959.55, -1714.46, 10
</syntaxhighlight>
addEvent ("onFlagPickup", true) –- event added here just to ensure it can be used by hole script


Easy enough! We've added an event that will have a parameter called ''player''. We'll use this to say which player picked up the flag. Next, we have a choice. Either we can add an event handler to the root of the map, and capture every flag pickup event, or we can add it to the individual flag. Its easiest if we use the root of the map, so lets do this here:
function joinHandler()
spawnPlayer(source, spawnX, spawnY, spawnZ)
fadeCamera(source, true)
setCameraTarget(source, source)
outputChatBox("Welcome to My Server", source)
end


<syntaxhighlight lang="lua">
addEventHandler ( "onFlagPickup", getRootElement(),flagPickup )
</syntaxhighlight>
This says that we want to direct all ''onFlagPickup'' events to our function called ''flagPickup'', that we're about to define on the following line:
<syntaxhighlight lang="lua">
function flagPickup ( player )
function flagPickup ( player )
flagName = getElementData ( source, "name" )
flagName = getElementData ( source, "name" )
Line 32: Line 35:
outputChatBox ( playerName .. " picked up the flag " .. flagName )
outputChatBox ( playerName .. " picked up the flag " .. flagName )
end
end
addEventHandler("onPlayerJoin", getRootElement(), joinHandler)
addEventHandler("onFlagPickup", getRootElement(), flagPickup)
</syntaxhighlight>
</syntaxhighlight>


The final part of the puzzle is to make it so that the event is triggered at the correct time. To do this, we'll need to create a timer that will be used to check if a player is trying to pick up the flag. Put the following code below your previous [[addEventHandler]] call:
Easy enough! We've added an event-driven function (flagPickup). To put it in another way, when the event triggers that function will output who got the flag. We also attached the event to the server root because our gamemode have to function to any flag in the server. We can optimize our script by attaching to the map root, but it requires more code and it is not the our goal yet.


<syntaxhighlight lang="lua">
setTimer (flagCheckPulse,1000,1)
</syntaxhighlight>


This will make our soon-to-be-defined function ''flagCheckPulse'' be called every second. Now we'll define this function:
The final part of the puzzle is to trigger the event when the player gets in the flag. To do this, we need to create a timer-driven function that will be used to check if a player is trying to pick it up. So we add the following code to our script:


<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
Line 59: Line 62:
end
end
end
end
setTimer (flagCheckPulse,1000,1)
end
end
setTimer (flagCheckPulse,1000,0)
</syntaxhighlight>
</syntaxhighlight>


And thats it!
What we've done here was to create a simple gamemode which reconizes and listen to a custom element (the flag) in the server's environment (the root). To put simply, it has an abstract capture-the-flag game algorithm. In theory, it would works just great, but the flag doesn't really exists in the world space - nobody even know where it is.
 
I suppose you just have an meta.xml and ctf.lua in your resource. So if it runs in the server (no conflicting gamemode or errors) we can take the next step to spawn and represent our flag in GTA's world.


Note: Although this should work, its not tested. Some things could be improved if better support was provided by us, for example, theres no getPlayerByIndex, no getElementCount(type), an onPlayerPulse event would be useful. This currently only works for one flag, as theres I'm not sure how to find how many flags getElementByType ( "flag" ) returned.


Next: representing the flag in the world - spawning an object at the flags position.
===Flag World Represetation===
Soon...

Revision as of 19:11, 9 February 2015

This page explains some advanced things you can do with scripts, this page should probably be changed later, depending how useful it is.

Custom element types

Forward

One of the most powerful areas of MTA scripting is custom element types. That is, they are nothing else then new objects you add to extend GTA's world diversity. For instance, the race gamemode uses the spawnpoint and pickup elements to make player matches possible by providing spawn locations and pickups to help them during the track.

By simply defining the element type in any map file entry, MTA automatically recognizes it as a custom one when it starts. Its up to the script to decide how to deal with the information provided. In this section, we're going over the steps how to implement part of the capture-the-flag's system, but this same method can be used for many different things.


Implemention of an imaginary flag

First of all, we can't possibly code without thinking how our system going to work first. Lets say we have an imaginary flag around the city created by an ordinary map file:

[pua,N]
<flag id="redFlag" name="red team flag" posX="1210.0" posY="-2241.34" posZ="18.4332" />

Why this way? Because it must have an ID to differ from others, a name to be displayed in the game and world position. What we just did was to outline the flag's basic information that our ctf system will require. From that point, we can start coding.


To keep things simple, we'll create a tiny resource for this tutorial, and you should already know how to spawn a player and make use of events. That resource will spawn people and handle any flag element created by the current running map and it only needs one server-side script called ctf.lua or just whatever name you want to give to it.

With the player spawn code in the script, lets add an custom event that happens when someone pick a flag up, called onFlagPickup. It may be defined anywhere in your script, but it should already exists if you want to use it (i.e. addEventHandler). So, our script will look like this:

local spawnX, spawnY, spawnZ = 1959.55, -1714.46, 10
addEvent ("onFlagPickup", true) –- event added here just to ensure it can be used by hole script

function joinHandler()
	spawnPlayer(source, spawnX, spawnY, spawnZ)
	fadeCamera(source, true)
	setCameraTarget(source, source)
	outputChatBox("Welcome to My Server", source)
end

function flagPickup ( player )
	flagName = getElementData ( source, "name" )
	playerName = getPlayerName ( player )
	outputChatBox ( playerName .. " picked up the flag " .. flagName )
end

addEventHandler("onPlayerJoin", getRootElement(), joinHandler)
addEventHandler("onFlagPickup", getRootElement(), flagPickup)

Easy enough! We've added an event-driven function (flagPickup). To put it in another way, when the event triggers that function will output who got the flag. We also attached the event to the server root because our gamemode have to function to any flag in the server. We can optimize our script by attaching to the map root, but it requires more code and it is not the our goal yet.


The final part of the puzzle is to trigger the event when the player gets in the flag. To do this, we need to create a timer-driven function that will be used to check if a player is trying to pick it up. So we add the following code to our script:

function flagCheckPulse ( )
	local flags = getElementsByType ( "flag" )
	local players = getElementsByType ( "player" )
	local flagPositionX, flagPositionY, flagPositionZ
	for flagKey,flagValue in ipairs(flags) do
		flagX = getElementData ( flagValue, "posX" )
		flagY = getElementData ( flagValue, "posY" )
		flagZ = getElementData ( flagValue, "posZ" )       
		for playerKey,playerValue in ipairs(players) do
			playerX, playerY, playerZ = getElementPosition ( playerValue )
			distance = getDistanceBetweenPoints3D ( flagX, flagY, flagZ, playerX, playerY, playerZ )
			if ( distance < 1) then
				triggerEvent ( "onFlagPickup", flagValue, playerValue )
			end
		end
	end
end
setTimer (flagCheckPulse,1000,0)

What we've done here was to create a simple gamemode which reconizes and listen to a custom element (the flag) in the server's environment (the root). To put simply, it has an abstract capture-the-flag game algorithm. In theory, it would works just great, but the flag doesn't really exists in the world space - nobody even know where it is.

I suppose you just have an meta.xml and ctf.lua in your resource. So if it runs in the server (no conflicting gamemode or errors) we can take the next step to spawn and represent our flag in GTA's world.


Flag World Represetation

Soon...