DestroyElement: Difference between revisions

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Returns ''true'' if the element was destroyed successfully, ''false'' if either the element passed to it was invalid or it could not be destroyed for some other reason (for example, clientside destroyElement can't destroy serverside elements).
Returns ''true'' if the element was destroyed successfully, ''false'' if either the element passed to it was invalid or it could not be destroyed for some other reason (for example, clientside destroyElement can't destroy serverside elements).


==Example==
14:36, 9 April 2013 (UTC)[[User:Yasserkajj alenzi|Yasserkajj alenzi]]
'''Example 1:''' This example would destroy every element in the map, with the exception of players and the root element itself.
Example : This Example get All Blibs and Destroy Them After Player Quit ,
<syntaxhighlight lang="lua">
-- Find the root element (the element that contains all others)
root = getRootElement ()
-- Destroy all its children, except players.
destroyElement ( root )
</syntaxhighlight>


'''Example 2:''' This example destroys all vehicles of the specified model:
addEventHandler('onPlayerQuit', root,
<syntaxhighlight lang="lua">
function (uPed )
function destroyVehiclesOfModel(modelID)
    local attachedElements = getAttachedElements(uPed)
-- get a table of all the vehicles that exist and loop through it
    if attachedElements then
local vehicles = getElementsByType("vehicle")
        for i, attachedElement in ipairs(attachedElements) do
for i,v in ipairs(vehicles) do
        if(getElementType(attachedElements) == 'blip') then
-- if the vehicle's ID is the one provided, destroy it
        destroyElement(attachedElements)
if (getElementModel(v) == modelID) then
    end
destroyElement(v)
  end
end
end
end
end
end
)


destroyVehiclesOfModel(445)
</syntaxhighlight>


'''Example 3:''' This example allows creation of claymores, which trigger and explode.  When they explode, the colshape and object for the claymore are destroyed.
This Exampel Made By Max+
<syntaxhighlight lang="lua">function createClaymore ( x,y,z, creator )
local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 )  -- create an object which looks like a claymore
local claymoreCol = createColSphere ( x, y, z, 1 )                  -- create a col sphere with radius 1
setElementData ( claymoreCol, "object", claymoreObject )            -- store the object of the claymore
setElementData ( claymoreCol, "creatorPlayer", creator )            -- store the person who created it
addEventHandler ( "onColShapeHit", claymoreCol, claymoreHit )        -- add an event handler to the colshape
end
 
function claymoreHit ( thePlayer, matchingDimension )
-- retrieve the object associated to the claymore, and who created it
local claymoreObject = getElementData ( source, "object" )
local claymoreCreator = getElementData ( source, "creatorPlayer" )
-- get the position of the claymore
local x,y,z = getElementPosition ( source )
createExplosion ( x,y,z, 12, claymoreCreator ) -- create an explosion, associated to the creator, of a small size at the col's position
-- remove the event handler for the colshape
removeEventHandler ( "onColShapeHit", source, claymoreHit )
-- destroy the claymore object, and the col shape so it doesn't trigger again.
destroyElement ( claymoreObject )
destroyElement ( source )
end
</syntaxhighlight>
'''Example 4:''' This example destroys all vehicles, regardless of ID, name, etc:
<syntaxhighlight lang="lua">
function allvehiclesaredoomed()
-- get a table of all the vehicles that exist and loop through it
vehicles = getElementsByType("vehicle")
for i,v in ipairs(vehicles) do
-- destroy every vehicle.
destroyElement(v)
end
end
--The command handler below will destroy all vehicles once
--you enter /vdoom in the chat box or vdoom in the game console.
addCommandHandler("vdoom", allvehiclesaredoomed)
--This is very useful if you use the freeroam resource and some
--heartless players start spawn spamming.
--You can also set it on a timer to have your server clear all
--vehicles ever 60 minutes, (1 hour).  Timer below:
setTimer(allvehiclesaredoomed, 3600000, 0)
</syntaxhighlight>


==See Also==
==See Also==
{{Element functions}}
{{Element functions}}

Revision as of 14:36, 9 April 2013

This function destroys an element and all elements within it in the hierarchy (its children, the children of those children etc). Player elements cannot be destroyed using this function. A player can only be removed from the hierarchy when they quit or are kicked. The root element also cannot be destroyed, however, passing the root as an argument will wipe all elements from the server, except for the players and clients, which will become direct descendants of the root node, and other elements that cannot be destroyed, such as resource root elements.

Players are not the only elements that cannot be deleted. This list also includes remote clients and console elements.

Syntax

bool destroyElement ( element elementToDestroy )

Required Arguments

  • elementToDestroy: The element you wish to destroy.

Returns

Returns true if the element was destroyed successfully, false if either the element passed to it was invalid or it could not be destroyed for some other reason (for example, clientside destroyElement can't destroy serverside elements).

14:36, 9 April 2013 (UTC)Yasserkajj alenzi Example : This Example get All Blibs and Destroy Them After Player Quit ,

addEventHandler('onPlayerQuit', root, function (uPed )

    local attachedElements = getAttachedElements(uPed)
   if attachedElements then
       for i, attachedElement in ipairs(attachedElements) do
       if(getElementType(attachedElements) == 'blip') then
       destroyElement(attachedElements)
   end
 end
end

end )


This Exampel Made By Max+

See Also