DestroyElement: Difference between revisions

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__NOTOC__
__NOTOC__
{{Server client function}}
{{Server client function}}
This function destroys an [[element]], and all the elements within it in the hierarchy (i.e. it's children and their children etc). [[player|Player]] elements cannot be destroyed using this function. A player can only be removed from the hierarchy when they quit or are kicked. The root element also cannot be destroyed, however, passing the root as an argument will wipe all elements from the map, except for the players, which will be placed as child elements just off the root node.
This function destroys an [[element]] and all elements withinn it in the hierarchy (its children, the children of those children etc). [[player|Player]] elements cannot be destroyed using this function. A player can only be removed from the hierarchy when they quit or are kicked. The root element also cannot be destroyed, however, passing the root as an argument will wipe all elements from the map, except for the players, which will become direct descendants of the root node.


Players are not the only elements that cannot be deleted. This list also includes remoteclinets, and console elements.
Players are not the only elements that cannot be deleted. This list also includes remote clients and console elements.


==Syntax==  
==Syntax==  
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Returns ''true'' if the element was destroyed successfully, ''false'' if either the element passed to it was invalid or it could not be destroyed for some other reason.
Returns ''true'' if the element was destroyed successfully, ''false'' if either the element passed to it was invalid or it could not be destroyed for some other reason.


==Example==  
==Example==
'''Example 1:''' This example would destroy every element in the map, with the exception of players and the root element itself.
'''Example 1:''' This example would destroy every element in the map, with the exception of players and the root element itself.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
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</syntaxhighlight>
</syntaxhighlight>


'''Example 2:''' This example destroys all the vehicles of the specified model:
'''Example 2:''' This example destroys all vehicles of the specified model:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function destroyVehiclesOfModel(modelID)
function destroyVehiclesOfModel(modelID)
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'''Example 3:''' This example allows creation of claymores, which trigger and explode.  When they explode, the colshape and object for the claymore are destroyed.
'''Example 3:''' This example allows creation of claymores, which trigger and explode.  When they explode, the colshape and object for the claymore are destroyed.
<syntaxhighlight lang="lua">function createClaymore ( x,y,z, creator )
<syntaxhighlight lang="lua">function createClaymore ( x,y,z, creator )
local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) --create an object which looks like a claymore
local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) -- create an object which looks like a claymore
local claymoreCol = createColSphere ( x, y, z, 1 ) --create a col sphere with radius 1
local claymoreCol = createColSphere ( x, y, z, 1 )                   -- create a col sphere with radius 1
setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymore
setElementData ( claymoreCol, "object", claymoreObject )             -- store the object of the claymore
setElementData ( claymoreCol, "creatorPlayer", creator ) --store the person who created it
setElementData ( claymoreCol, "creatorPlayer", creator )             -- store the person who created it
addEventHandler ( "onColShapeHit", claymoreCol, claymoreHit ) --add an event handler to the colshape
addEventHandler ( "onColShapeHit", claymoreCol, claymoreHit )       -- add an event handler to the colshape
end
end


function claymoreHit ( player, matchingDimension )
function claymoreHit ( thePlayer, matchingDimension )
--retrieve the object associated to the claymore, and who created it
-- retrieve the object associated to the claymore, and who created it
local claymoreObject = getElementData ( source, "object" )
local claymoreObject = getElementData ( source, "object" )
local claymoreCreator = getElementData ( source, "creatorPlayer" )
local claymoreCreator = getElementData ( source, "creatorPlayer" )
--get the position of the claymore
-- get the position of the claymore
local x,y,z = getElementPosition ( source )
local x,y,z = getElementPosition ( source )
createExplosion ( x,y,z, 12, claymoreCreator ) --create an explosion, associated to the creator, of a small size at the col's position
createExplosion ( x,y,z, 12, claymoreCreator ) -- create an explosion, associated to the creator, of a small size at the col's position
--remove the event handler for the colshape
-- remove the event handler for the colshape
removeEventHandler ( "onColShapeHit", source, claymoreHit )
removeEventHandler ( "onColShapeHit", source, claymoreHit )
--destroy the claymore object, and the col shape so it doesn't trigger again.
-- destroy the claymore object, and the col shape so it doesn't trigger again.
destroyElement ( claymoreObject )
destroyElement ( claymoreObject )
destroyElement ( source )
destroyElement ( source )

Revision as of 13:27, 21 August 2007

This function destroys an element and all elements withinn it in the hierarchy (its children, the children of those children etc). Player elements cannot be destroyed using this function. A player can only be removed from the hierarchy when they quit or are kicked. The root element also cannot be destroyed, however, passing the root as an argument will wipe all elements from the map, except for the players, which will become direct descendants of the root node.

Players are not the only elements that cannot be deleted. This list also includes remote clients and console elements.

Syntax

bool destroyElement ( element elementToDestroy )

Required Arguments

  • elementToDestroy: The element you wish to destroy.

Returns

Returns true if the element was destroyed successfully, false if either the element passed to it was invalid or it could not be destroyed for some other reason.

Example

Example 1: This example would destroy every element in the map, with the exception of players and the root element itself.

-- Find the root element (the element that contains all others)
root = getRootElement ()
-- Destroy all its children, except players.
destroyElement ( root )

Example 2: This example destroys all vehicles of the specified model:

function destroyVehiclesOfModel(modelID)
	-- get a table of all the vehicles that exist and loop through it
	local vehicles = getElementsByType("vehicle")
	for i,v in ipairs(vehicles) do
		-- if the vehicle's ID is the one provided, destroy it
		if (getVehicleID(v) == modelID) then
			destroyElement(v)
		end
	end
end

Example 3: This example allows creation of claymores, which trigger and explode. When they explode, the colshape and object for the claymore are destroyed.

function createClaymore ( x,y,z, creator )
	local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 )  -- create an object which looks like a claymore
	local claymoreCol = createColSphere ( x, y, z, 1 )                   -- create a col sphere with radius 1
	setElementData ( claymoreCol, "object", claymoreObject )             -- store the object of the claymore
	setElementData ( claymoreCol, "creatorPlayer", creator )             -- store the person who created it
	addEventHandler ( "onColShapeHit", claymoreCol, claymoreHit )        -- add an event handler to the colshape
end

function claymoreHit ( thePlayer, matchingDimension )
	-- retrieve the object associated to the claymore, and who created it
	local claymoreObject = getElementData ( source, "object" )
	local claymoreCreator = getElementData ( source, "creatorPlayer" )
	-- get the position of the claymore
	local x,y,z = getElementPosition ( source )
	createExplosion ( x,y,z, 12, claymoreCreator ) -- create an explosion, associated to the creator, of a small size at the col's position
	-- remove the event handler for the colshape
	removeEventHandler ( "onColShapeHit", source, claymoreHit )
	-- destroy the claymore object, and the col shape so it doesn't trigger again.
	destroyElement ( claymoreObject )
	destroyElement ( source )
end

See Also