IsElement: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Server client function}} | |||
This function checks if a value is an [[element]] or not. | This function checks if a value is an [[element]] or not. | ||
==Syntax== | ==Syntax== | ||
<section name="Server and client" class="both" show="true"> | |||
<syntaxhighlight lang="lua">bool isElement ( var theValue )</syntaxhighlight> | <syntaxhighlight lang="lua">bool isElement ( var theValue )</syntaxhighlight> | ||
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===Returns=== | ===Returns=== | ||
Returns ''true'' if the passed value is an element, ''false'' otherwise. | Returns ''true'' if the passed value is an element, ''false'' otherwise. | ||
</section> | |||
==Example== | ==Example== | ||
This function kills a player when it's passed | <section name="Server" class="server" show="true"> | ||
This serverside function kills a player when it's passed his name or his element. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function killPlayer2 ( argument ) | function killPlayer2 ( argument ) | ||
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end | end | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
==See Also== | ==See Also== | ||
{{Element functions}} | {{Element functions}} |
Revision as of 22:08, 12 August 2007
This function checks if a value is an element or not.
Syntax
Click to collapse [-]
Server and clientbool isElement ( var theValue )
Required Arguments
- theValue: The value that we want to check.
Returns
Returns true if the passed value is an element, false otherwise.
Example
Click to collapse [-]
ServerThis serverside function kills a player when it's passed his name or his element.
function killPlayer2 ( argument ) -- if the argument is an element, and also a player, if isElement( argument ) and getElementType( argument ) == "player" then -- kill him killPlayer ( argument ) -- if it isn't an element, but a string, it could be a name elseif type ( argument ) == "string" then -- retrieve the player with that name local playerElement = getPlayerFromNick( argument ) -- if a player with such a name exists, if playerElement then -- kill him killPlayer ( playerElement ) end end end
See Also
- attachElements
- createElement
- destroyElement
- detachElements
- getAttachedElements
- getElementAlpha
- getElementAttachedOffsets
- getElementAttachedTo
- getElementByIndex
- getElementByID
- getElementChild
- getElementChildren
- getElementChildrenCount
- getElementCollisionsEnabled
- getElementColShape
- getElementData
- getAllElementData
- hasElementData
- getElementDimension
- getElementHealth
- getElementID
- getElementInterior
- getElementMatrix
- getElementModel
- getElementParent
- getElementPosition
- getElementRotation
- getElementsByType
- getElementsWithinColShape
- getElementsWithinRange
- getElementType
- getElementVelocity
- getLowLODElement
- getRootElement
- isElement
- isElementAttached
- isElementCallPropagationEnabled
- isElementDoubleSided
- isElementFrozen
- isElementInWater
- isElementLowLOD
- isElementWithinColShape
- isElementWithinMarker
- setElementAlpha
- setElementAngularVelocity
- getElementAngularVelocity
- setElementAttachedOffsets
- setElementCallPropagationEnabled
- setElementCollisionsEnabled
- setElementData
- setElementDimension
- setElementDoubleSided
- setElementFrozen
- setElementHealth
- setElementID
- setElementInterior
- setElementModel
- setElementParent
- setElementPosition
- setElementRotation
- setElementVelocity
- setLowLODElement
- getPedContactElement
- getResourceDynamicElementRoot
- getResourceRootElement