CreateColCircle: Difference between revisions

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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
colshape createColCircle ( float fX, float fY, float radius )            
colshape createColCircle ( float fX, float fY, float radius )
</syntaxhighlight>  
</syntaxhighlight>  
[[File:Col-Circle.png|thumb|example]]
[[File:Col-Circle.png|thumb|example]]
{{OOP| |ColShape.Circle||}}
{{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.
*'''fY:''' The collision circle's center point's Y axis position
*'''fY:''' The collision circle's center point's Y axis position.
*'''radius''' The radius of the collision circle. Can not be smaller than 0.1
*'''radius:''' The radius of the collision circle. Can not be smaller than 0.1.


===Returns===
===Returns===
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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''.
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''.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
theZone = false
local theZone


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


function setZone ( playerSource, commandName, fX, fY )
function setZone(playerSource, commandName, fX, fY, fRadius)
     if ( fY and fX ) then -- check we've got all 3 args we need
     local fX, fY, fRadius = tonumber(fX), tonumber(fY), tonumber(fRadius)
        local tempCol = createColCircle ( fX, fY, 10.0 ) -- create a col
    if (not fX) or (not fY) or (not fRadius) then
        if ( tempCol == false ) then -- did the col get created successfully?
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Radius]", playerSource)
            outputConsole ( "Syntax is: set_zone <X> <Y>" ) -- inform the user what the valid syntax is
    else
        else
        if (theZone ~= nil) then
            if ( theZone ~= false ) then -- did we already have a zone?
            destroyElement(theZone)
                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
        local tempCol = createColCircle(fX, fY, fRadius)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
     end
     end
end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone
addCommandHandler("set_zone", setZone, false, false)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
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{{Collision shape functions}}
{{Collision shape functions}}


[[ar:createColCircle]]
[[en:CreateColCircle]]
[[hu:createColCircle]]
[[hu:createColCircle]]

Latest revision as of 09:30, 6 November 2023

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 )
example

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. Can not be smaller than 0.1.

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.

local theZone

function shapeHit(thePlayer)
    outputChatBox(getPlayerName(thePlayer).. " is in the zone!")
end

function setZone(playerSource, commandName, fX, fY, fRadius)
    local fX, fY, fRadius = tonumber(fX), tonumber(fY), tonumber(fRadius)
    if (not fX) or (not fY) or (not fRadius) then
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Radius]", playerSource)
    else
        if (theZone ~= nil) then
            destroyElement(theZone)
        end
        local tempCol = createColCircle(fX, fY, fRadius)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
    end
end
addCommandHandler("set_zone", setZone, false, false)

See Also