DestroyElement: Difference between revisions

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==Example==  
==Example==  
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">
-- Find the root element (the element that contains all others)
-- Find the root element (the element that contains all others)
Line 22: Line 22:
-- Destroy it and it's children.
-- Destroy it and it's children.
destroyElement ( root )
destroyElement ( root )
'''Example 2:''' 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 )
local x,y,z = getElementPosition ( 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 , "type", "claymore" ) --store the type of colshape so it can be retrieved
setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymore
setElementData ( claymoreCol, "creatorPlayer", creator ) --store the person who created it
end
function claymoreHit ( player, matchingDimension )
if getElementData ( source, "type" ) == "claymore" then --ensure its a claymore
--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
--destroy the claymore object, and the col shape so it doesnt trigger again.
destroyElement ( claymoreObject )
destroyElement ( source )
end
end
addEventHandler ( "onColShapeHit", getRootElement(), claymoreHit )
</syntaxhighlight>
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{Element functions}}
{{Element functions}}

Revision as of 22:42, 15 July 2007

This function destroys an element, and all the elements within it in the hierarchy (i.e. it's children and their 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 be placed as child elements just off the root node.

Players are not the only elements that cannot be deleted. This list also includes remoteclinets, 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 it and it's children.
destroyElement ( root )

'''Example 2:''' 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 )
	local x,y,z = getElementPosition ( 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 , "type", "claymore" ) --store the type of colshape so it can be retrieved
	setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymore
	setElementData ( claymoreCol, "creatorPlayer", creator ) --store the person who created it
end

function claymoreHit ( player, matchingDimension )
	if getElementData ( source, "type" ) == "claymore" then --ensure its a claymore
		--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
		--destroy the claymore object, and the col shape so it doesnt trigger again.
		destroyElement ( claymoreObject )
		destroyElement ( source )
	end
end
addEventHandler ( "onColShapeHit", getRootElement(), claymoreHit )

</syntaxhighlight>

See Also