ExecuteCommandHandler: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Server client function}} | |||
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. | ||
Revision as of 01:46, 5 August 2007
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: This is the name of the command you wish to execute. This is what must be typed into the console to trigger the function.
- thePlayer: This is the player that will be passed to the attached functions of the console command.
Optional Arguments
- args: Each word after command name in the original command is passed here in seperate variables. If there is no value for an argument, the variable will contain nil.
Returns
Returns true if the command handler was called successfully, false otherwise.
Example
This example defines a command handler for the command createmarker (This will create a red marker at the player who uses it's position). It then creates a second command handler createmarker2 which will call the first one.
-- Register the command handler and attach it to the 'consoleCreateMarker' function addCommandHandler ( "createmarker", "consoleCreateMarker" ) -- Define our function that will handle this command function consoleCreateMarker ( playerSource, commandName ) -- If a player triggered it (rather than the admin) then if ( playerSource ) -- Get that player's position x, y, z = getEntityPosition ( 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 -- Register another command addCommandHandler ( "createmarker2", "consoleCreateMarker2" ) function consoleCreateMarker2 ( playerSource, commandName ) -- re-route back to the original executeCommandHandler ( "createmarker", playerSource ) end
See Also
- getMaxPlayers
- getServerConfigSetting
- getServerHttpPort
- getServerName
- getServerPassword
- getServerPort
- isGlitchEnabled
- setGlitchEnabled
- setMaxPlayers
- setServerConfigSetting
- setServerPassword
- shutdown