CreateColTube: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
colshape createColTube ( float fX, float fY, float fZ, float fRadius, float fHeight) | colshape createColTube ( float fX, float fY, float fZ, float fRadius, float fHeight ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP| |ColShape.Tube||}} | {{OOP| |ColShape.Tube||}} |
Revision as of 23:02, 27 June 2018
This function creates a collision tube. This is a shape that has a position and a 2D (X/Y) radius and a height. See 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.
Tip: To visualize a colshape when writing scripts, use the client console command showcol |
Syntax
colshape createColTube ( float fX, float fY, float fZ, float fRadius, float fHeight )
OOP Syntax Help! I don't understand this!
- Method: 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
Click to collapse [-]
ServerThis 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 ( 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
See Also
- addColPolygonPoint
- createColCircle
- createColCuboid
- createColPolygon
- createColRectangle
- createColSphere
- createColTube
- getColPolygonHeight
- getColPolygonPoints
- getColPolygonPointPosition
- getColShapeType
- getColShapeRadius
- getColShapeSize
- getElementColShape
- getElementsWithinColShape
- isElementWithinColShape
- isInsideColShape
- removeColPolygonPoint
- setColPolygonHeight
- setColPolygonPointPosition
- setColShapeRadius
- setColShapeSize