CreateColSphere
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This function creates a collision sphere. This is a shape that has a position and a radius. See Wikipedia for a definition of a sphere.
Tip: To visualize a colshape when writing scripts, use the client console command showcol |
Syntax
colshape createColSphere ( float fX, float fY, float fZ, float fRadius )
OOP Syntax Help! I don't understand this!
- Method: ColShape.Sphere(...)
Required Arguments
- fX: The collision sphere's center point's X axis position.
- fY: The collision sphere's center point's Y axis position.
- fZ: The collision sphere's center point's Z axis position.
- fRadius: The collision sphere's radius.
Returns
Returns a colshape element if successful, false if invalid arguments were passed to the function.
Example
Click to collapse [-]
ServerExample 1: 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.
local theZone function shapeHit(thePlayer) outputChatBox(getPlayerName(thePlayer).. " is in the zone!") end function setZone(playerSource, commandName, fX, fY, fZ, radius) local fX, fY, fZ, radius = tonumber(fX), tonumber(fY), tonumber(fZ), tonumber(radius) if (not fX) or (not fY) or (not fZ) or (not radius) then outputChatBox("Syntax: /"..commandName.." [X] [Y] [Z] [Radius]", playerSource) else if (theZone ~= nil) then destroyElement(theZone) end local tempCol = createColSphere(fX, fY, fZ, radius) addEventHandler("onColShapeHit", tempCol, shapeHit) outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource) theZone = tempCol end end addCommandHandler("set_zone", setZone, false, false)
Example 2: This example allows creation of claymores, which trigger and explode.
function createClaymore ( x,y,z, creator ) local x,y,z = getElementPosition ( creator ) local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) --create an object which looks like a claymore local claymoreCol = createColSphere ( x, y, z, 1 ) --create a col sphere with radius 1 setElementData ( claymoreCol , "type", "claymore" ) --store the type of colshape so it can be retrieved setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymore setElementData ( claymoreCol, "creatorPlayer", creator ) --store the person who created it end function claymoreHit ( player, matchingDimension ) if getElementData ( source, "type" ) == "claymore" then --ensure its a claymore --retrieve the object associated to the claymore, and who created it local claymoreObject = getElementData ( source, "object" ) local claymoreCreator = getElementData ( source, "creatorPlayer" ) --get the position of the claymore local x,y,z = getElementPosition ( source ) createExplosion ( x,y,z, 12, claymoreCreator ) --create an explosion, associated to the creator, of a small size at the col's position --destroy the claymore object, and the col shape so it doesnt trigger again. destroyElement ( claymoreObject ) destroyElement ( source ) end end addEventHandler ( "onColShapeHit", getRootElement(), claymoreHit )
See Also
- addColPolygonPoint
- createColCircle
- createColCuboid
- createColPolygon
- createColRectangle
- createColSphere
- createColTube
- getColPolygonHeight
- getColPolygonPoints
- getColPolygonPointPosition
- getColShapeType
- getColShapeRadius
- getColShapeSize
- getElementColShape
- getElementsWithinColShape
- isElementWithinColShape
- isInsideColShape
- removeColPolygonPoint
- setColPolygonHeight
- setColPolygonPointPosition
- setColShapeRadius
- setColShapeSize