CreateColRectangle: Difference between revisions

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[[Category:Incomplete]]
[[Category:Need Syntax]]
__NOTOC__  
__NOTOC__  
This function is for blahblah.. not defined yet
This function creates a collision rectangle. This is a shape that has a position and a width and a depth. See [http://en.wikipedia.org/wiki/Sphere Rectangle] for a definition of a rectangle.


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
INSERT SYNTAX HERE             
colshape createColRectangle ( float fX, float fY, float fZ, float fWidth, float fDepth )
</syntaxhighlight>  
</syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  
*'''argumentName:''' description
*'''fX:''' The collision rectangle's center point's X axis position
 
*'''fY:''' The collision rectangle's center point's Y axis position
===Optional Arguments===
*'''fZ:''' The collision rectangle's center point's Z axis position
{{OptionalArg}}
*'''fWidth:''' The collision rectangle's width
*'''argumentName2:''' descriptiona
*'''fDepth:''' The collision rectangle's depth
*'''argumentName3:''' description


===Returns===
===Returns===
Returns ''true'' if blah, ''false'' otherwise.
Returns a [[colshape]] element if successful, ''false'' if invalid arguments were passed to the function.


==Example==  
==Example==  
This example does...
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">
<syntaxhighlight lang="lua">
--This line does...
theZone = false
blabhalbalhb --abababa
 
--This line does this...
addCommandHandler ( "set_zone", "setZone" ) -- add a console function called set_zone that will trigger the function setZone
mooo
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 = createColRectangle ( 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
            end
            theZone = tempCol -- and store the new zone we've made
            outputChatBox ( "Zone has moved!" ) -- and tell everyone
        end
    end
end
 
addEventHandler ( "onColShapeHit", getRootElement(), "shapeHit" ) -- add a handler for the onColShapeHit event
function shapeHit ( thePlayer )
    outputChatBox ( getClientName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
end
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{FunctionArea_Functions}}
{{Collision shape functions}}

Revision as of 09:30, 12 September 2006

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

Required Arguments

  • fX: The collision rectangle's center point's X axis position
  • fY: The collision rectangle's center point's Y axis position
  • fZ: The collision rectangle's center point's Z axis position
  • 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

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

addCommandHandler ( "set_zone", "setZone" ) -- add a console function called set_zone that will trigger the function setZone
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 = createColRectangle ( 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
            end
            theZone = tempCol -- and store the new zone we've made
            outputChatBox ( "Zone has moved!" ) -- and tell everyone
        end
    end
end

addEventHandler ( "onColShapeHit", getRootElement(), "shapeHit" ) -- add a handler for the onColShapeHit event
function shapeHit ( thePlayer ) 
    outputChatBox ( getClientName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
end

See Also