CreateColRectangle: Difference between revisions

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*'''fWidth:''' The collision rectangle's width
*'''fWidth:''' The collision rectangle's width
*'''fDepth:''' The collision rectangle's depth
*'''fDepth:''' The collision rectangle's depth
Note: The origin specified by ''fX'', ''fY'' and ''fZ'' is the southwest corner of the rectangle.


===Returns===
===Returns===

Revision as of 18:40, 29 September 2007

Dialog-information.png This article needs checking.

Reason(s): This is very confusing. The description claims this is a rectangle, which is virtually meaningless with a cube function. I assume as a square its supposed to be X,Y only, but there is a Z as well. No clue what this is supposed to accomplish. --Ransom 11:48, 29 September 2007 (CDT)


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. XYZ begins on the SW point of the colshape.

Syntax

colshape createColSquare ( float fX, float fY, float fZ, float fWidth, float fDepth )

Required Arguments

  • fX: The collision rectangle's SW point on the X axis
  • fY: The collision rectangle's SW point on the Y axis
  • fZ: The collision rectangle's SW point on the Z axis
  • fWidth: The collision rectangle's width
  • fDepth: The collision rectangle's depth

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.

theZone = false

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

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

See Also