AR/createColRectangle: Difference between revisions

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(Created page with "__NOTOC__ {{Server client function}} هذه الوظيفة تستخدم لصنع كول شيب مستطيل. ==Syntax== <syntaxhighlight lang="lua"> colshape createColRectangle ( float fX...")
 
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{{OOP| |ColShape.Rectangle||}}
{{OOP| |ColShape.Rectangle||}}
===Required Arguments===  
===Required Arguments===  
*'''fX:''' The X position of the collision rectangle's west side
*'''fX:''' احداثيات X  
*'''fY:''' The Y position of the collision rectangle's south side
*'''fY:''' احداثيات Y
*'''fWidth:''' The collision rectangle's width
*'''fWidth:''' العرض
*'''fHeight:''' The collision rectangle's height
*'''fHeight:''' الارتفاع


===Returns===
===Returns===

Latest revision as of 19:32, 17 June 2016

هذه الوظيفة تستخدم لصنع كول شيب مستطيل.

Syntax

colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight)

OOP Syntax Help! I don't understand this!

Method: ColShape.Rectangle(...)


Required Arguments

  • fX: احداثيات X
  • fY: احداثيات Y
  • fWidth: العرض
  • fHeight: الارتفاع

Returns

Returns a colshape element if successful, false if invalid arguments were passed to the function.

Example

Click to collapse [-]
Server

This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function set_zone.

theZone = false

function shapeHit ( thePlayer ) 
    outputChatBox ( getPlayerName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
end

function setZone ( playerSource, commandName, fX, fY )
    if ( fY and fX ) then -- check we've got the 2 args we need
        local tempCol = createColRectangle ( fX, fY, 10.0, 10.0 ) -- create a col
        if ( tempCol == false ) then -- did the col get created successfully?
            outputConsole ( "Syntax is: set_zone <X> <Y>" ) -- inform the user what the valid syntax is
        else
            if ( theZone ~= false ) then -- did we already have a zone?
                destroyElement ( theZone ) -- if so, destroy it
            else
                   addEventHandler ( "onColShapeHit", theZone, shapeHit ) -- add a handler for the onColShapeHit event
            end
            theZone = tempCol -- and store the new zone we've made
            outputChatBox ( "Zone has moved!" ) -- and tell everyone
        end
    end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone

See Also