CreateColCircle: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
{{Needs_Checking|According to definition, | {{Needs_Checking|According to definition, z does not need defining. Rewrite the syntax?}} | ||
__NOTOC__ | __NOTOC__ | ||
Line 23: | Line 23: | ||
theZone = false | theZone = false | ||
function setZone ( playerSource, commandName, fX, fY, fZ ) | function setZone ( playerSource, commandName, fX, fY, fZ ) | ||
if ( fZ and fY and fX ) then -- check we've got all 3 args we need | if ( fZ and fY and fX ) then -- check we've got all 3 args we need | ||
Line 32: | Line 31: | ||
if ( theZone ~= false ) then -- did we already have a zone? | if ( theZone ~= false ) then -- did we already have a zone? | ||
destroyElement ( theZone ) -- if so, destroy it | destroyElement ( theZone ) -- if so, destroy it | ||
else | |||
addEventHandler ( "onColShapeHit", theZone, "shapeHit" ) -- add a handler for the onColShapeHit event | |||
end | end | ||
theZone = tempCol -- and store the new zone we've made | theZone = tempCol -- and store the new zone we've made | ||
Line 38: | Line 39: | ||
end | end | ||
end | end | ||
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone | |||
function shapeHit ( thePlayer ) | function shapeHit ( thePlayer ) | ||
outputChatBox ( getClientName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box | outputChatBox ( getClientName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box |
Revision as of 21:10, 15 July 2007
This article needs checking. | |
Reason(s): According to definition, z does not need defining. Rewrite the syntax? |
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.
Syntax
colshape createColCircle ( float fX, float fY, float fZ, float radius )
Required Arguments
- fX: The collision circle's center point's X axis position
- fY: The collision circle's center point's Y axis position
- fZ: The collision circle's center point's Z 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
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 setZone ( playerSource, commandName, fX, fY, fZ ) if ( fZ and fY and fX ) then -- check we've got all 3 args we need local tempCol = createColCircle ( fX, fY, fZ, 10.0 ) -- create a col if ( tempCol == false ) then -- did the col get created successfully? outputConsole ( "Syntax is: set_zone <X> <Y> <Z>" ) -- 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 function shapeHit ( thePlayer ) outputChatBox ( getClientName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box end
See Also
- addColPolygonPoint
- createColCircle
- createColCuboid
- createColPolygon
- createColRectangle
- createColSphere
- createColTube
- getColPolygonHeight
- getColPolygonPoints
- getColPolygonPointPosition
- getColShapeType
- getColShapeRadius
- getColShapeSize
- getElementColShape
- getElementsWithinColShape
- isElementWithinColShape
- isInsideColShape
- removeColPolygonPoint
- setColPolygonHeight
- setColPolygonPointPosition
- setColShapeRadius
- setColShapeSize