CreateColCircle: Difference between revisions

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{{Needs_Checking|According to definition, height does not need defining. Rewrite the syntax?}}  
{{Needs_Checking|According to definition, z does not need defining. Rewrite the syntax?}}  


__NOTOC__  
__NOTOC__  
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theZone = false
theZone = false


addCommandHandler ( "set_zone", "setZone" ) -- add a console function called set_zone that will trigger the function setZone
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
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             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
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     end
     end
end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone


addEventHandler ( "onColShapeHit", getRootElement(), "shapeHit" ) -- add a handler for the onColShapeHit event
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

Dialog-information.png 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