CreateColTube: Difference between revisions

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__NOTOC__
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{{Server client function}}
This function creates a collision tube. This is a shape that has a position and a 2D (X/Y) radius and a height. See [http://en.wikipedia.org/wiki/Cylinder_(geometry) Cylinder] for a definition of a tube. A tube is similar to a colcircle, except that it has a limited height, this means you can limit the distance above the position defined by (fX, fY, fZ) that the collision is detected.
{{VisualizeColshape}}
==Syntax==
<syntaxhighlight lang="lua">
colshape createColTube ( float fX, float fY, float fZ, float fRadius, float fHeight)
</syntaxhighlight>
{{OOP| |ColShape.Tube||}}
===Required Arguments===
*'''fX:''' The position of the base of the tube's center on the X axis
*'''fY:''' The position of the base of the tube's center on the Y axis
*'''fZ:''' The position of the base of the tube's center on the Z axis
*'''fRadius:''' The collision tube's radius
*'''fHeight:''' The collision tube's height
 
===Returns===
Returns a [[colshape]] element if successful, ''false'' if invalid arguments were passed to the function.
 
==Example==
<section name="Server" class="server" show="true">
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">
theZone = false
 
function shapeHit ( thePlayer )
    outputChatBox ( getPlayerName ( 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 = createColTube ( 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
</syntaxhighlight>
</section>
 
==See Also==
{{Collision shape functions}}

Revision as of 13:29, 27 May 2017

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