ExecuteCommandHandler: Difference between revisions
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{{Server client function}} | |||
__NOTOC__ | __NOTOC__ | ||
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. | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <section name="Server" class="server" show="true"> | ||
bool executeCommandHandler ( string commandName, player thePlayer, [ string args ] ) | <syntaxhighlight lang="lua">bool executeCommandHandler ( string commandName, player thePlayer, [ string args ] )</syntaxhighlight> | ||
</syntaxhighlight> | |||
==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. | *'''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 | *'''thePlayer:''' The player that will be presented as executer of the command to the handler function(s) of the command | ||
==Optional Arguments== | |||
{{OptionalArg}} | |||
* '''args:''' Additional parameters that will be passed to the handler function(s) of the command that is called. | * '''args:''' Additional parameters that will be passed to the handler function(s) of the command that is called. | ||
</section> | |||
<section name="Client" class="client" show="false"> | |||
<syntaxhighlight lang="lua">bool executeCommandHandler ( string commandName, [ string args ] )</syntaxhighlight> | |||
==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== | |||
{{OptionalArg}} | |||
* '''args:''' Additional parameters that will be passed to the handler function(s) of the command that is called. | |||
</section> | |||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the command handler was called successfully, ''false'' otherwise. | Returns ''true'' if the command handler was called successfully, ''false'' otherwise. |
Revision as of 08:42, 24 August 2008
This function will call all the attached functions of an existing console command, for a specified player.
Syntax
Click to collapse [-]
Serverbool 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.
Click to expand [+]
ClientReturns
Returns true if the command handler was called successfully, false otherwise.
Example
Click to collapse [-]
ServerThis 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 ) -- 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