MoveObject: Difference between revisions

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Returns ''true'' if the function moved the object succesfully, and returns ''false'' otherwise.
Returns ''true'' if the function moved the object succesfully, and returns ''false'' otherwise.


==Example==
==Examples ==
<section name="Server" class="server" show="true">
<section name="Server" class="server" show="true">
'''Example 1:''' This example moves every object in the game up 100 units in ten seconds.
'''Example 1:''' This example moves every object in the game up 100 units in ten seconds.
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end
end
</syntaxhighlight>
</syntaxhighlight>
</section>
<section name="Server" class="server" show="true">
'''Example 3:''' This example creates a ball moving (in front of CJ's house in Grove Street) using easing functions. Test command is "/smove" for instance "/smove OutBounce". This example is a serverside code but the same could be done clientside (adapting the command handler)
<syntaxhighlight lang="lua">
local START_POS = {2497.203125, -1672.4864501953, 12.640947341919}
local STOP_POS = {2480.2595214844, -1666.521484375, 12.640114784241}
local MOTION_DURATION = 5000
local WAIT_DURATION = 1000
addCommandHandler("smove",
function (player, cmd, strEasingType, period, amplitude, overshoot)
local x, y, z = unpack(START_POS)
local object = createObject(1598, x, y, z)
x, y, z = unpack(STOP_POS)
period = period or 0.3
amplitude = amplitude or 1.0
overshoot = overshoot or 1.70158
outputChatBox(string.format("Server Easing %s %s %s %s", strEasingType, tostring(period), tostring(amplitude), tostring(overshoot)))
moveObject(object, MOTION_DURATION, x, y, z, 0, 0, 360, strEasingType, period, amplitude, overshoot)
setTimer(destroyElement, MOTION_DURATION+WAIT_DURATION, 1, object)
end)
</section>
</section>


==See Also==
==See Also==
{{Object functions}}
{{Object functions}}

Revision as of 12:34, 17 December 2010

This function will smoothly move an object from its current position to a specified rotation and position.

Syntax

bool moveObject ( object theObject, int time, float targetx, float targety, float targetz, [ float moverx, float movery, float moverz, string strEasingType, float fEasingPeriod, float fEasingAmplitude, float fEasingOvershoot ] )

Required Arguments

  • theObject: The object that will be moved.
  • time: The time in milliseconds the object will arrive at the destination.
  • targetx: The X value of the target position
  • targety: The Y value of the target position
  • targetz: The Z value of the target position

Optional Arguments

  • moverx: The rotation along the X axis relative to its current rotation, which is its starting angle.
  • movery: The rotation along the Y axis relative to its current rotation, which is its starting angle.
  • moverz: The rotation along the Z axis relative to its current rotation, which is its starting angle.
ADDED/UPDATED IN VERSION 1.1 :
  • strEasingType: the easing function to use for the interpolation (default is "Linear")
  • fEasingPeriod: the period of the easing function (only some easing functions use this parameter)
  • fEasingAmplitude: the amplitude of the easing function (only some easing functions use this parameter)
  • fEasingOvershoot: the overshoot of the easing function (only some easing functions use this parameter)

Returns

Returns true if the function moved the object succesfully, and returns false otherwise.

Examples

Click to collapse [-]
Server

Example 1: This example moves every object in the game up 100 units in ten seconds.

allObjects = getElementsByType ( "object" )
for key, theObject in ipairs ( allObjects ) do
	local origX, origY, origZ = getElementPosition ( theObject ) --get the origanal position
	local newZ = origZ + 100 -- make a new z position
	moveObject ( theObject, 10000, origX, origY, newZ ) --move the object to this position in 10 seconds.
end
Click to collapse [-]
Server

Example 2: This example created a model (of a bed) near a player called someguy, if they exist in the game. It will then move the model towards the player over 3 seconds.

-- Find a player called 'someguy'
someGuy = getPlayerFromNick ( "someguy" )
-- If a player called someguy was found then
if ( someGuy ) then
	-- Get the player's position
	x, y, z = getElementPosition ( someGuy )
	-- Create a bed (1700) object near to the player
	bed = createObject ( 1700, x + 5, y, z )
	-- Move the bed towards the player over 3 seconds (3000 milliseconds)
	moveObject ( bed, 3000, x, y, z )
	-- Tell the player in the chat box
	outputChatBox ( "Moving a bed towards you!", someGuy )
else
	-- Tell everyone that a player called 'someguy' could not be found
	outputChatBox ( "Player someguy doesn't exist" )
end
Click to collapse [-]
Server

Example 3: This example creates a ball moving (in front of CJ's house in Grove Street) using easing functions. Test command is "/smove" for instance "/smove OutBounce". This example is a serverside code but the same could be done clientside (adapting the command handler) <syntaxhighlight lang="lua"> local START_POS = {2497.203125, -1672.4864501953, 12.640947341919} local STOP_POS = {2480.2595214844, -1666.521484375, 12.640114784241} local MOTION_DURATION = 5000 local WAIT_DURATION = 1000

addCommandHandler("smove", function (player, cmd, strEasingType, period, amplitude, overshoot) local x, y, z = unpack(START_POS) local object = createObject(1598, x, y, z) x, y, z = unpack(STOP_POS)

period = period or 0.3 amplitude = amplitude or 1.0 overshoot = overshoot or 1.70158

outputChatBox(string.format("Server Easing %s %s %s %s", strEasingType, tostring(period), tostring(amplitude), tostring(overshoot))) moveObject(object, MOTION_DURATION, x, y, z, 0, 0, 360, strEasingType, period, amplitude, overshoot) setTimer(destroyElement, MOTION_DURATION+WAIT_DURATION, 1, object) end)

See Also