CreateRadarArea
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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.
- visibleTo: An element that you wish to restrict the visibility of the radar area to.
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, 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