CreateRadarArea: Difference between revisions

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function hill_Enter ( thePlayer, matchingDimension )
function hill_Enter ( thePlayer, matchingDimension )
         -- announce to everyone that the player entered the hill
         -- announce to everyone that the player entered the hill
        if (getElementType(thePlayer) == "player") then
         outputChatBox( getClientName(thePlayer) .. " entered the zone!", getRootElement(), 255, 255, 109 )
         outputChatBox( getClientName(thePlayer) .. " entered the zone!", getRootElement(), 255, 255, 109 )
         setRadarAreaFlashing ( hillRadar, true )
         setRadarAreaFlashing ( hillRadar, true )
        end
end
end
addEventHandler ( "onColShapeHit", hillArea, hill_Enter )
addEventHandler ( "onColShapeHit", hillArea, hill_Enter )
Line 42: Line 44:
function hill_Exit ( thePlayer, matchingDimension )
function hill_Exit ( thePlayer, matchingDimension )
         -- check if the player is not dead
         -- check if the player is not dead
         if isPlayerDead ( thePlayer ) ~= true then
         if (getElementType(thePlayer) == "player") then
                -- if he was alive, announce to everyone that the player has left the hill
                if isPlayerDead ( thePlayer ) ~= true then
                outputChatBox ( getClientName(thePlayer) .. " left the zone!", getRootElement(), 255, 255, 109 )
                        -- if he was alive, announce to everyone that the player has left the hill
                setRadarAreaFlashing ( hillRadar, false )
                        outputChatBox ( getClientName(thePlayer) .. " left the zone!", getRootElement(), 255, 255, 109 )
                        setRadarAreaFlashing ( hillRadar, false )
                end
         end
         end
end
end

Revision as of 17:54, 29 July 2008

This function can be used to create custom radar areas on the radar.

Syntax

radararea createRadarArea ( float centerX, float centerY, float sizeX, float sizeY, [ int r = 255, int g = 0, int b = 0, int a = 255, element visibleTo = getRootElement() ] )             

Required Arguments

  • centerX: A float representing the center 'x' position of the radar area.
  • centerY: A float representing the center 'y' position of the radar area.
  • sizeX: A float representing the width of the radar area.
  • sizeY: A float representing the height of the radar area.
  • r: An integer representing the amount of red in the color. Maximum value is 255
  • g: An integer representing the amount of green in the color. Maximum value is 255
  • b: An integer representing the amount of blue in the color. Maximum value is 255
  • a: An integer representing the amount of alpha in the color. This allows setting the transparency of the radar area. 255 is opaque and 0 is transparent.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

Example

Click to collapse [-]
Server

This example creates a radar area for the King of the hill script, and a colsquare. When the player enters the radar area it flashes, and stops flashing when a player leaves it.

-- create our hill area for our gamemode
local hillArea = createColRectangle ( -2171.0678710938, 678.17950439453, 0, 15, 15 )
local hillRadar = createRadarArea ( -2183.5678710938, 705.67950439453, 40, -40, 0, 255, 0, 175 )

-- add hill_Enter as a handler for when a player enters the hill area
function hill_Enter ( thePlayer, matchingDimension )
        -- announce to everyone that the player entered the hill
        if (getElementType(thePlayer) == "player") then
        outputChatBox( getClientName(thePlayer) .. " entered the zone!", getRootElement(), 255, 255, 109 )
        setRadarAreaFlashing ( hillRadar, true )
        end
end
addEventHandler ( "onColShapeHit", hillArea, hill_Enter )

-- add hill_Enter as a handler for when a player leaves the hill area
function hill_Exit ( thePlayer, matchingDimension )
        -- check if the player is not dead
        if (getElementType(thePlayer) == "player") then
                if isPlayerDead ( thePlayer ) ~= true then
                        -- if he was alive, announce to everyone that the player has left the hill
                        outputChatBox ( getClientName(thePlayer) .. " left the zone!", getRootElement(), 255, 255, 109 )
                        setRadarAreaFlashing ( hillRadar, false )
                end
        end
end
addEventHandler ( "onColShapeLeave", hillArea, hill_Exit )

See Also