CreateRadarArea: Difference between revisions
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==Example== | ==Example== | ||
This example creates a radar area when a player | This example creates a radar area for the King of the hill script, and a colsquare. When the player enters the radar area flashes, it stops flashing when a player leaves. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- create our hill area for our gamemode | |||
local hillArea = createColSquare ( -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 | |||
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 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 | |||
addEventHandler ( "onColShapeLeave", hillArea, hill_Exit ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{Radar area_functions}} | {{Radar area_functions}} |
Revision as of 21:56, 15 July 2007
This function can be used to create custom radar areas on the radar.
Syntax
radararea createRadarArea ( float x, float y, float sizex, float sizey, int r, int g, int b, int a, [ visibleTo=getRootElement () ] )
Required Arguments
- x: A float representing the origin 'x' position of the radar area
- y: A float representing the origin 'y' position of the radar area
- sizex: A float representing the width of the radar area, going in an east direction
- sizey: A float representing the height of the radar area, going in a south direction
- 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.
Note: The origin position specified by the x and y arguments is the bottom left (or south west) corner of the area.
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.
- visibleto: An element or elements that you wish to restrict the visibility of the radar area to.
Example
This example creates a radar area for the King of the hill script, and a colsquare. When the player enters the radar area flashes, it stops flashing when a player leaves.
-- create our hill area for our gamemode local hillArea = createColSquare ( -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 outputChatBox( getClientName(thePlayer).." entered the zone!", getRootElement(),255, 255, 109, ) setRadarAreaFlashing ( hillRadar, true ) 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 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 addEventHandler ( "onColShapeLeave", hillArea, hill_Exit )
See Also
- createRadarArea
- getRadarAreaColor
- getRadarAreaSize
- isInsideRadarArea
- isRadarAreaFlashing
- setRadarAreaColor
- setRadarAreaFlashing
- setRadarAreaSize