CreateColRectangle: Difference between revisions
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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 | ||
local tempCol = | local tempCol = createColSquare ( fX, fY, fZ, 10.0, 10.0 ) -- create a col | ||
if ( tempCol == false ) then -- did the col get created successfully? | 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 | outputConsole ( "Syntax is: set_zone <X> <Y> <Z>" ) -- inform the user what the valid syntax is |
Revision as of 21:20, 15 July 2007
This function creates a collision rectangle. This is a shape that has a position and a width and a depth. See Rectangle for a definition of a rectangle.
Syntax
colshape createColSquare ( float fX, float fY, float fZ, float fWidth, float fDepth )
Required Arguments
- fX: The collision rectangle's origin X axis position
- fY: The collision rectangle's origin Y axis position
- fZ: The collision rectangle's origin Z axis position
- fWidth: The collision rectangle's width
- fDepth: The collision rectangle's depth
Note: The origin specified by fX, fY and fZ is the south left corner of the rectangle.
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 = createColSquare ( fX, fY, fZ, 10.0, 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