CreateColRectangle: Difference between revisions

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(→‎Example: Updated example, can someone test?)
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end
end


function setZone ( playerSource, commandName, fX, fY, fZ )
function setZone ( playerSource, commandName, fX, fY )
     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 = createColSquare ( fX, fY, fZ, 10.0, 10.0 ) -- create a col
         local tempCol = createColRectangle ( fX, fY, 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>" ) -- inform the user what the valid syntax is
         else
         else
             if ( theZone ~= false ) then -- did we already have a zone?
             if ( theZone ~= false ) then -- did we already have a zone?

Revision as of 14:27, 14 October 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. XY marks on the south west corner of the colshape.

Syntax

colshape createColRectangle ( float fX, float fY, float fWidth, float fDepth )

Required Arguments

  • fX: The X position of the collision rectangle's south side
  • fY: The Y position of the collision rectangle's west side
  • 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 )
    if ( fZ and fY and fX ) then -- check we've got all 3 args we need
        local tempCol = createColRectangle ( fX, fY, 10.0, 10.0 ) -- create a col
        if ( tempCol == false ) then -- did the col get created successfully?
            outputConsole ( "Syntax is: set_zone <X> <Y>" ) -- 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