CreateColCuboid: Difference between revisions

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(CreateColCube moved to CreateColCuboid: Its a cuboid not a cube!)
 
m (Added another example for centered cuboids)
 
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#redirect [[CreateColCuboid]]
__NOTOC__
{{Server client function}}
This function creates a collision cuboid. This is a shape that has a position, width, depth and height. See [http://en.wikipedia.org/wiki/Cuboid Wikipedia] for a definition of a cuboid. The XYZ of the col starts at the southwest bottom corner of the shape.
{{VisualizeColshape}}
{{Note|Attaching a cuboid colshape to another element may give unexpected results as the origin is not at the cuboid centre. Try using a [[createColSphere|collision sphere]] for attaching instead}}
==Syntax==
<syntaxhighlight lang="lua">
colshape createColCuboid ( float fX, float fY, float fZ, float fWidth, float fDepth, float fHeight )
</syntaxhighlight>
[[File:Col-Cuboid.png|thumb|A cuboid created using this function]]
{{OOP| |ColShape.Cuboid||}}
===Required Arguments===
*'''fX:''' The X position of the collision cuboid's western side.
*'''fY:''' The Y position of the collision cuboid's southern side.
*'''fZ:''' The Z position of the collision cuboid's lowest side.
*'''fWidth:''' The collision cuboid's width.
*'''fDepth:''' The collision cuboid's depth.
*'''fHeight:''' The collision cuboid's height.
 
===Returns===
Returns a [[colshape]] element if successful, ''false'' if invalid arguments were passed to the function.
 
==Examples==
<section name="Server" class="server" show="true">
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">
local theZone
 
function shapeHit(thePlayer)
    outputChatBox(getPlayerName(thePlayer).. " is in the zone!")
end
 
function setZone(playerSource, commandName, fX, fY, fZ, fWidth, fDepth, fHeight)
    local fX, fY, fZ, fWidth, fDepth, fHeight = tonumber(fX), tonumber(fY), tonumber(fZ), tonumber(fWidth), tonumber(fDepth), tonumber(fHeight)
    if (not fX) or (not fY) or (not fZ) or (not fWidth) or (not fDepth) or (not fHeight) then
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Z] [Width] [Depth] [Height]", playerSource)
    else
        if (theZone ~= nil) then
            destroyElement(theZone)
        end
        local tempCol = createColCuboid(fX, fY, fZ, fWidth, fDepth, fHeight)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
    end
end
addCommandHandler("set_zone", setZone, false, false)
</syntaxhighlight>
</section>
 
<section name="Server" class="server" show="true">
This function creates a cuboid and centers it to given coordinates
<syntaxhighlight lang="lua">
addCommandHandler('createCenteredCuboid', function(player, cmd, posX, posY, posZ, sizeX, sizeY, sizeZ)
posX = posX - sizeX / 2
posY = posY - sizeY / 2
posZ = posZ - sizeZ / 2
createCuboid(posX, posY, posZ, sizeX, sizeY, sizeZ)
end)
</syntaxhighlight>
</section>
 
==See Also==
{{Collision shape functions}}
 
[[hu:createColCuboid]]

Latest revision as of 14:29, 31 January 2024

This function creates a collision cuboid. This is a shape that has a position, width, depth and height. See Wikipedia for a definition of a cuboid. The XYZ of the col starts at the southwest bottom corner of the shape.

[[{{{image}}}|link=|]] Tip: To visualize a colshape when writing scripts, use the client console command showcol
[[{{{image}}}|link=|]] Note: Attaching a cuboid colshape to another element may give unexpected results as the origin is not at the cuboid centre. Try using a collision sphere for attaching instead

Syntax

colshape createColCuboid ( float fX, float fY, float fZ, float fWidth, float fDepth, float fHeight )
A cuboid created using this function

OOP Syntax Help! I don't understand this!

Method: ColShape.Cuboid(...)


Required Arguments

  • fX: The X position of the collision cuboid's western side.
  • fY: The Y position of the collision cuboid's southern side.
  • fZ: The Z position of the collision cuboid's lowest side.
  • fWidth: The collision cuboid's width.
  • fDepth: The collision cuboid's depth.
  • fHeight: The collision cuboid's height.

Returns

Returns a colshape element if successful, false if invalid arguments were passed to the function.

Examples

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, fZ, fWidth, fDepth, fHeight)
    local fX, fY, fZ, fWidth, fDepth, fHeight = tonumber(fX), tonumber(fY), tonumber(fZ), tonumber(fWidth), tonumber(fDepth), tonumber(fHeight)
    if (not fX) or (not fY) or (not fZ) or (not fWidth) or (not fDepth) or (not fHeight) then
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Z] [Width] [Depth] [Height]", playerSource)
    else
        if (theZone ~= nil) then
            destroyElement(theZone)
        end
        local tempCol = createColCuboid(fX, fY, fZ, fWidth, fDepth, fHeight)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
    end
end
addCommandHandler("set_zone", setZone, false, false)
Click to collapse [-]
Server

This function creates a cuboid and centers it to given coordinates

addCommandHandler('createCenteredCuboid', function(player, cmd, posX, posY, posZ, sizeX, sizeY, sizeZ)
	posX = posX - sizeX / 2
	posY = posY - sizeY / 2
	posZ = posZ - sizeZ / 2
	createCuboid(posX, posY, posZ, sizeX, sizeY, sizeZ)
end)

See Also