SetElementPosition: Difference between revisions

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__NOTOC__  
__NOTOC__
This function sets the position of an element to the co-ordinates specified.
{{Shared function}}
This function sets the position of an element to the specified coordinates.
{{Warning|Do not use this function to spawn a [[player]]. It will cause problems with other functions like [[warpPedIntoVehicle]]. Use [[spawnPlayer]] instead.}}


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool setElementPosition ( element theElement, float x, float y, float z )   
bool setElementPosition ( element theElement, float x, float y, float z [, bool warp = true ] )   
</syntaxhighlight>  
</syntaxhighlight>  
{{OOP||[[element]]:setPosition|position|getElementPosition}}


===Required Arguments===  
===Required Arguments===  
*'''theElement:''' A valid [[element]] to be moved.
*'''theElement:''' A valid [[element]] to be moved.
*'''x:''' The x co-ordinate of the destination.
*'''x:''' The x coordinate of the destination.
*'''y:''' The y co-ordinate of the destination.
*'''y:''' The y coordinate of the destination.
*'''z:''' The z co-ordinate of the destination.
*'''z:''' The z coordinate of the destination.
 
===Optional Arguments===
*'''warp:''' teleports players, resetting any animations they were doing. Setting this to ''false'' preserves the current animation.


===Returns===
===Returns===
Line 17: Line 23:


==Example==  
==Example==  
This example enables a player to type /warpto <playername> to warp to them, if the player being warped to is in a vehicle with a free passenger seat, it will warp into the vehicle.
<section name="Example 1" class="server" show="true">
This example adds a "setpos" command to console, which allows setting of a player's position.
<syntaxhighlight lang="lua">
function consoleSetPlayerPosition ( source, commandName, posX, posY, posZ )
setElementPosition ( source, posX, posY, posZ )
end
addCommandHandler ( "setpos", consoleSetPlayerPosition  )
</syntaxhighlight>
</section>
<section name="Example 2" class="client" show="false">
This example adds a "setpos" command to console, which allows setting of the local player's position.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function consoleWarpTo ( player, commandName, player2nick )
function consoleSetPlayerPosition ( commandName, posX, posY, posZ )
if ( player ) then
setElementPosition ( localPlayer, posX, posY, posZ )
--Setup the variables we will be using for teleportation
end
    local x, y, z, r, d = 0, 0, 0, 0, 2.5
addCommandHandler ( "setpos", consoleSetPlayerPosition  )
    --Grab the players element identifer we are trying to warp too
</syntaxhighlight>
    local player2 = getPlayerFromNick ( player2nick )
</section>
    --Make sure it exists!
<section name="Example 3" class="server" show="false">
    if ( player2 ) then
This example enables a player to type /warpto <playername> to warp to them. If the player being warped to is in a vehicle with a free passenger seat, it will warp into the vehicle.
    --Is the player were warping too in a vehicle?
<syntaxhighlight lang="lua">
        if ( isPlayerInVehicle ( player2 ) ) then
function consoleWarpTo ( sourcePlayer, commandName, player2nick )
        --Indeed they are, lets get the vehicle information such as the vehicle element itself, and the seats its got.
-- Make sure required parameters are set
        local player2vehicle = getPlayerOccupiedVehicle ( player2 )
if ( not sourcePlayer or not player2nick ) then return end
local maxseats = getVehicleMaxPassengers ( player2vehicle ) + 1
-- Setup the variables we will be using for teleportation
local i = 0
local x, y, z, r, d = 0, 0, 0, 0, 2.5
--Loop around the max seats seeing if there is a free seat
-- Grab the element identifier of the player we are trying to warp to
while ( i < maxseats ) do
local player2 = getPlayerFromNick ( player2nick )
if ( getVehicleOccupant ( player2vehicle, i ) ) then
-- Make sure it exists!
--There isnt a free seat, so lets goto the next seat and check that one
if ( player2 ) then
i = i + 1
-- Is the player we're warping to in a vehicle?
else
if ( isPlayerInVehicle ( player2 ) ) then
--
-- Indeed they are, let's get the vehicle information such as the vehicle element itself, and the seats it's got.
break
local player2vehicle = getPlayerOccupiedVehicle ( player2 )
end
local numseats = getVehicleMaxPassengers ( player2vehicle )
end
local i = 0
--Check if the value in i, is under the max seats, if it is it means its a free seat
-- Loop over the seats to see if there's a free one
if ( i < maxseats ) then
while ( i < numseats ) do
--Teleport the player into the seat
if ( getVehicleOccupant ( player2vehicle, i ) ) then
local status = warpPlayerIntoVehicle ( player, player2vehicle, i )
-- This seat isn't free, go ahead and check the next one
i = i + 1
else
else
--There are no free seats, tell the player that.
-- This seat is free, get out of the loop
outputChatBox ( "Sorry, the player's vehicle is full (" .. getVehicleName ( player2vehicle ) .. " " .. i .. "/" .. maxseats .. ")", player )
break
end
end
end
-- Check if 'i' is lower than the number of seats. If it is, it means it's the number of a free seat
if ( i < numseats ) then
-- Teleport the player into the seat
warpPlayerIntoVehicle ( sourcePlayer, player2vehicle, i )
else
else
--The player isnt in a vehicle, lets get the players position and warp us to them.
-- There are no free seats, tell the player that.
x, y, z = getElementPosition ( player2 )
outputChatBox ( "Sorry, the player's vehicle is full (" .. getVehicleName ( player2vehicle ) .. " " .. i .. "/" .. numseats .. ")", sourcePlayer )
r = getPlayerRotation ( player2 )
--Make sure we get interior data, they might be inside one!
interior = getElementInterior ( player2 )
dimension = getElementDimension ( player2 )
--Do some funky math to make sure that we dont teleport inside of them (get us both stuck inside eachother)
  x = x - ( ( math.cos ( math.rad ( r + 90 ) ) ) * d )
  y = y - ( ( math.sin ( math.rad ( r + 90 ) ) ) * d )
  --Set a few timers for setting interiors, dimensions and positions
setTimer ( setElementInterior, 800, 1, player, interior )
setTimer ( setElementDimension, 900, 1, player, dimension )
  setTimer ( setElementPosition, 1000, 1, player, x, y, z )
  setTimer ( setPlayerRotation, 1000, 1, player, r )
  --Fade the camera to make it look nicer
fadeCamera ( player, false, 1, 0, 0, 0 )
--Fade it back once its all complete!
setTimer ( fadeCamera, 1000, 1, player, true, 1 )
end
end
else
else
--No player by the name was found, tell the warper this.
-- The player isn't in a vehicle, let's get the player's position and warp to them.
outputChatBox ( "No such player.", player )
x, y, z = getElementPosition ( player2 )
r = getPlayerRotation ( player2 )
-- Make sure we get interior data, they might be inside one!
interior = getElementInterior ( player2 )
dimension = getElementDimension ( player2 )
-- Do some funky math to make sure that we dont teleport inside of them (get us both stuck inside each other)
x = x - ( ( math.cos ( math.rad ( r + 90 ) ) ) * d )
y = y - ( ( math.sin ( math.rad ( r + 90 ) ) ) * d )
-- Set a few timers for setting interiors, dimensions and positions
setTimer ( setElementInterior, 800, 1, sourcePlayer, interior )
setTimer ( setElementDimension, 900, 1, sourcePlayer, dimension )
setTimer ( setElementPosition, 1000, 1, sourcePlayer, x, y, z )
setTimer ( setPlayerRotation, 1000, 1, sourcePlayer, r )
-- Fade the camera to make it look nicer
fadeCamera ( sourcePlayer, false, 1, 0, 0, 0 )
-- Fade it back once it's all complete!
setTimer ( fadeCamera, 1000, 1, sourcePlayer, true, 1 )
end
end
else
-- No player by the specified name was found, tell the warper this.
outputChatBox ( "No such player.", sourcePlayer )
end
end
end
end
addCommandHandler ( "warpto", consoleWarpTo )
addCommandHandler ( "warpto", consoleWarpTo )
</syntaxhighlight>
</syntaxhighlight>
</section>
==Issues==
{{Issues|
{{Issue|9522|Setting a [[ped|ped's]] or [[player|player's]] position whilst occupying a [[givePedJetPack|jetpack]] will remove their jetpack, but not the jetpack sound}}
}}


==See Also==
==See Also==
{{Element functions}}
{{Element functions}}
[[Category:Incomplete]]
 
[[hu:setElementPosition]]
[[ru:setElementPosition]]

Revision as of 21:23, 8 December 2018

This function sets the position of an element to the specified coordinates.

[[|link=|]] Warning: Do not use this function to spawn a player. It will cause problems with other functions like warpPedIntoVehicle. Use spawnPlayer instead.

Syntax

bool setElementPosition ( element theElement, float x, float y, float z [, bool warp = true ] )  

OOP Syntax Help! I don't understand this!

Method: element:setPosition(...)
Variable: .position
Counterpart: getElementPosition


Required Arguments

  • theElement: A valid element to be moved.
  • x: The x coordinate of the destination.
  • y: The y coordinate of the destination.
  • z: The z coordinate of the destination.

Optional Arguments

  • warp: teleports players, resetting any animations they were doing. Setting this to false preserves the current animation.

Returns

Returns true if the function was successful, false otherwise.

Example

Click to collapse [-]
Example 1

This example adds a "setpos" command to console, which allows setting of a player's position.

function consoleSetPlayerPosition ( source, commandName, posX, posY, posZ )
	setElementPosition ( source, posX, posY, posZ )
end
addCommandHandler ( "setpos", consoleSetPlayerPosition  )
Click to expand [+]
Example 2
Click to expand [+]
Example 3

Issues

Issue ID Description
#9522 Setting a ped's or player's position whilst occupying a jetpack will remove their jetpack, but not the jetpack sound

See Also