ExecuteCommandHandler: Difference between revisions
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This function will call all the attached functions of an existing console command, for a specified player. | This function will call all the attached functions of an existing console command, for a specified player. | ||
{{Note|You can only execute commands created by Lua. You cannot execute MTA harcoded commands due to security reasons.}} | |||
==Syntax== | ==Syntax== |
Revision as of 00:11, 2 September 2016
This function will call all the attached functions of an existing console command, for a specified player.
Syntax
bool executeCommandHandler ( string commandName, player thePlayer, [ string args ] )
Required Arguments
- commandName: The name of the command you wish to execute. This is what must be typed into the console to trigger the function.
- thePlayer: The player that will be presented as executer of the command to the handler function(s) of the command.
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.
- args: Additional parameters that will be passed to the handler function(s) of the command that is called, separated by spaces.
bool executeCommandHandler ( string commandName, [ string args ] )
Required Arguments
- commandName: The name of the command you wish to execute. This is what must be typed into the console to trigger the function.
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.
- args: Additional parameters that will be passed to the handler function(s) of the command that is called, separated by spaces.
Returns
Returns true if the command handler was called successfully, false otherwise.
Example
This example defines a command handler for the command createmarker (which creates a red marker at the caller's position). It then creates a second command handler createmarker2 which will call the first one.
-- Define the function that will handle the 'createmarker' command function consoleCreateMarker ( playerSource, commandName ) -- If a player triggered it (rather than the admin) then if ( playerSource ) then -- Get that player's position x, y, z = getElementPosition ( playerSource ) -- Create a marker at their position createMarker ( x, y, z, 0, "checkpoint", 255, 0, 0, 255 ) -- Output it in the chat box outputChatBox ( "You got a red marker", playerSource ) end end -- Add the function as a handler for the command addCommandHandler ( "createmarker", consoleCreateMarker ) -- Define a second console command that will just call the first. -- First define the function function consoleCreateMarker2 ( playerSource, commandName ) -- re-route back to the original executeCommandHandler ( "createmarker", playerSource ) end -- Then add it as a handler for the new console command addCommandHandler ( "createmarker2", consoleCreateMarker2 )
See Also
- getMaxPlayers
- getServerConfigSetting
- getServerHttpPort
- getServerName
- getServerPassword
- getServerPort
- isGlitchEnabled
- setGlitchEnabled
- setMaxPlayers
- setServerConfigSetting
- setServerPassword
- shutdown