BreakObject: Difference between revisions

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(OOP)
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__NOTOC__  
__NOTOC__  
{{client function}}
{{Client function}}
This function breaks a specific object.
This function breaks a specific object.
Note: Only breakable objects can be broken.
Note: Only breakable objects can be broken.
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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">bool breakObject ( object theObject )</syntaxhighlight>  
<syntaxhighlight lang="lua">bool breakObject ( object theObject )</syntaxhighlight>  
 
{{OOP||[[object]]:break}}
===Required Arguments===  
===Required Arguments===  
*'''theObject:''' An [[object]] element
*'''theObject:''' an [[object]] element


===Returns===
===Returns===
Returns ''true'' if the object was successfully broken. ''false'' if the object is not breakable, or a wrong object was given.
* ''true'' if the object was successfully broken.
* ''false'' if the object is not breakable, or a wrong object was given.


==Example==
==Example==

Revision as of 23:00, 4 October 2014

This function breaks a specific object. Note: Only breakable objects can be broken.

Syntax

bool breakObject ( object theObject )

OOP Syntax Help! I don't understand this!

Method: object:break(...)


Required Arguments

Returns

  • true if the object was successfully broken.
  • false if the object is not breakable, or a wrong object was given.

Example

This example checks if the object created is breakable and if it is then breaks it.

addCommandHandler("createObj",
function(command, id)
    local x, y, z = getElementPosition(localPlayer)
    local object = createObject (id, x, y, z)
    if (id) then
        if isObjectBreakable(object) then
            breakObject(object)
        end
    end
end
)

See Also