SetMarkerType: Difference between revisions

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==Syntax==
==Syntax==
server:
<syntaxhighlight lang="lua">bool setMarkerType ( marker theMarker, string markerType )</syntaxhighlight>
<syntaxhighlight lang="lua">bool setMarkerType ( marker theMarker, string markerType )</syntaxhighlight>
client:
<syntaxhighlight lang="lua">marker setMarkerType ( marker theMarker, string markerType )</syntaxhighlight>


===Required Arguments===
===Required Arguments===

Revision as of 09:06, 22 July 2007

This function changes a marker's type.

Syntax

server:

bool setMarkerType ( marker theMarker, string markerType )

client:

marker setMarkerType ( marker theMarker, string markerType )

Required Arguments

  • theMarker: A marker element referencing the specified marker.
  • markerType: A string denoting the marker type. Valid values are:
    • "checkpoint": A race checkpoint. These are very tall, but not infinite, light pillars. Checkpoints snap to ground and become invisible after going over a certain Z height.
    • "ring": Doughnut shaped ring, normally used for aircraft.
    • "cylinder": Small glowing ground ring. These are the glow markers you walk into to activate missions or events in single player.
    • "arrow": Arrow pointing down. These are the arrows on the doors you can enter in single player, except MTA's are not animated by default.
    • "corona": A glowing ball of light.

Returns

Returns true if the marker type was changed, false if it wasn't or marker values were invalid.

Example

This function changes all existing markers' type to the specified one.

function changeAllMarkersType ( newMarkerType )
	-- we store a table with all markers
	local allMarkers = getElementsByType( "marker" )
	-- for each marker in it,
	for index, aMarker in ipairs(allMarkers) do
		-- set its type to the one passed to this function
		setMarkerType( aMarker, newMarkerType )
	end
end

See Also