CreateColCircle: Difference between revisions

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colshape createColCircle ( float fX, float fY, float radius )             
colshape createColCircle ( float fX, float fY, float radius )             
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{{OOP| |ColShape.Circle||}}
===Required Arguments===  
===Required Arguments===  
*'''fX:''' The collision circle's center point's X axis position
*'''fX:''' The collision circle's center point's X axis position

Revision as of 05:36, 21 July 2014

This function creates a collision circle. This is a shape that has a position and a radius and infinite height that you can use to detect a player's presence. Events will be triggered when a player enters or leaves it.

[[{{{image}}}|link=|]] Tip: To visualize a colshape when writing scripts, use the client console command showcol

Syntax

colshape createColCircle ( float fX, float fY, float radius )             

OOP Syntax Help! I don't understand this!

Method: ColShape.Circle(...)


Required Arguments

  • fX: The collision circle's center point's X axis position
  • fY: The collision circle's center point's Y axis position
  • radius The radius of the collision circle

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 all 3 args we need
        local tempCol = createColCircle ( fX, fY, 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