CreateRadarArea: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
This | {{Server client function}} | ||
This function can be used to create custom radar areas on the radar. | |||
==Syntax== | |||
<section name="Server" class="server" show="true"> | |||
<syntaxhighlight lang="lua"> | |||
radararea createRadarArea ( float startPosX, float startPosY, float sizeX, float sizeY, [ int r = 255, int g = 0, int b = 0, int a = 255, element visibleTo = root ] ) | |||
</syntaxhighlight> | |||
</section> | |||
== | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
radararea createRadarArea ( float | radararea createRadarArea ( float startPosX, float startPosY, float sizeX, float sizeY, [ int r = 255, int g = 0, int b = 0, int a = 255 ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
[[File:Mta-screen 2020-04-27 16-28-13.png|thumb|Radar Area on map]] [[File:Mta-screen 2020-04-27 16-28-38.png|thumb|Radar Area on minimap]] | |||
{{OOP||[[radararea|RadarArea]]}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*''' | *'''startPosX:''' A float representing the origin 'x' position of the radar area. | ||
*'''startPosY:''' A float representing the origin '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. | |||
===Optional Arguments=== | ===Optional Arguments=== | ||
{{OptionalArg}} | {{OptionalArg}} | ||
*'''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. | |||
*'''visibleTo:''' An [[element]] that you wish to restrict the [[visibility]] of the radar area to. (Server function only) | |||
==Example== | ==Example== | ||
This example | <section name="Server" class="server" show="true"> | ||
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. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- | -- create our hill area for our gamemode | ||
local hillArea = createColRectangle ( -2171.0678710938, 678.17950439453, 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( getPlayerName(thePlayer) .. " entered the zone!", root, 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 isPedDead ( thePlayer ) ~= true then | |||
-- if he was alive, announce to everyone that the player has left the hill | |||
outputChatBox ( getPlayerName(thePlayer) .. " left the zone!", root, 255, 255, 109 ) | |||
setRadarAreaFlashing ( hillRadar, false ) | |||
end | |||
end | |||
end | |||
addEventHandler ( "onColShapeLeave", hillArea, hill_Exit ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
==See Also== | ==See Also== | ||
{{ | {{Radar area_functions}} |
Latest revision as of 08:18, 17 July 2024
This function can be used to create custom radar areas on the radar.
Syntax
Click to collapse [-]
Serverradararea createRadarArea ( float startPosX, float startPosY, float sizeX, float sizeY, [ int r = 255, int g = 0, int b = 0, int a = 255, element visibleTo = root ] )
Click to collapse [-]
Clientradararea createRadarArea ( float startPosX, float startPosY, float sizeX, float sizeY, [ int r = 255, int g = 0, int b = 0, int a = 255 ] )
OOP Syntax Help! I don't understand this!
- Method: RadarArea(...)
Required Arguments
- startPosX: A float representing the origin 'x' position of the radar area.
- startPosY: A float representing the origin '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.
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.
- 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.
- visibleTo: An element that you wish to restrict the visibility of the radar area to. (Server function only)
Example
Click to collapse [-]
ServerThis 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, 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( getPlayerName(thePlayer) .. " entered the zone!", root, 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 isPedDead ( thePlayer ) ~= true then -- if he was alive, announce to everyone that the player has left the hill outputChatBox ( getPlayerName(thePlayer) .. " left the zone!", root, 255, 255, 109 ) setRadarAreaFlashing ( hillRadar, false ) end end end addEventHandler ( "onColShapeLeave", hillArea, hill_Exit )
See Also
- createRadarArea
- getRadarAreaColor
- getRadarAreaSize
- isInsideRadarArea
- isRadarAreaFlashing
- setRadarAreaColor
- setRadarAreaFlashing
- setRadarAreaSize