CreateColRectangle: Difference between revisions

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{{Needs_Checking|This should be createColSquare according to MrJax. [[User:Erorr404|Erorr404]]}}
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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/Rectangle Rectangle] for a definition of a rectangle.
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/Rectangle Rectangle] for a definition of a rectangle.

Revision as of 00:38, 4 November 2006

Dialog-information.png This article needs checking.

Reason(s): This should be createColSquare according to MrJax. Erorr404


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 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

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