ExecuteCommandHandler

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Revision as of 12:24, 21 August 2007 by Arc (talk | contribs)
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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.

-- 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