IsGarageOpen: Difference between revisions
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===Required Arguments=== | ===Required Arguments=== | ||
*'''garageID:''' The ID that represents the garage door that is being checked. | *'''garageID:''' The [[Garage|garage ID]] that represents the garage door that is being checked. | ||
===Returns=== | ===Returns=== | ||
Returns | Returns ''true'' if the garage is open, ''false'' if it is closed or an invalid garage ID was given. | ||
==Example== | ==Example== | ||
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-- create a collision shape and attach event handlers to it when the resource starts | -- create a collision shape and attach event handlers to it when the resource starts | ||
addEventHandler("onResourceStart", getResourceRootElement( | addEventHandler("onResourceStart", getResourceRootElement(), | ||
function (resource) | function (resource) | ||
local garageCube = | local garageCube = createColCuboid(1337, 194, 28, 6, 10, 4) | ||
addEventHandler("onColShapeHit", garageCube, onGarageCubeHit) | addEventHandler("onColShapeHit", garageCube, onGarageCubeHit) | ||
addEventHandler("onColShapeLeave", garageCube, onGarageCubeLeave) | addEventHandler("onColShapeLeave", garageCube, onGarageCubeLeave) | ||
end | end) | ||
-- open the door when someone enters the garage's collision shape | -- open the door when someone enters the garage's collision shape | ||
Line 54: | Line 54: | ||
==See Also== | ==See Also== | ||
{{World functions}} | {{World functions}} | ||
[[ | |||
[[ru:isGarageOpen]] |
Latest revision as of 16:45, 11 February 2015
This function checks whether or not a specific garage door is open.
Syntax
bool isGarageOpen ( int garageID )
Required Arguments
- garageID: The garage ID that represents the garage door that is being checked.
Returns
Returns true if the garage is open, false if it is closed or an invalid garage ID was given.
Example
Click to collapse [-]
ServerThis example opens a garage door when a player enters a collision shape near it, and closes it when they leave:
GARAGE_ID = 25 -- create a collision shape and attach event handlers to it when the resource starts addEventHandler("onResourceStart", getResourceRootElement(), function (resource) local garageCube = createColCuboid(1337, 194, 28, 6, 10, 4) addEventHandler("onColShapeHit", garageCube, onGarageCubeHit) addEventHandler("onColShapeLeave", garageCube, onGarageCubeLeave) end) -- open the door when someone enters the garage's collision shape function onGarageCubeHit(hitElement, matchingDimension) if (getElementType(hitElement) == "player") then -- check to make sure the door is closed if (not isGarageOpen(GARAGE_ID)) then -- open the door setGarageOpen(GARAGE_ID, true) end end end -- close the door when someone leaves the garage's collision shape function onGarageCubeLeave(leaveElement, matchingDimension) if (getElementType(leaveElement) == "player") then -- check to make sure the door is open if (isGarageOpen(GARAGE_ID)) then -- close the door setGarageOpen(GARAGE_ID, false) end end end
See Also
- areTrafficLightsLocked
- getAircraftMaxHeight
- getAircraftMaxVelocity
- getCloudsEnabled
- getFarClipDistance
- getFogDistance
- getGameSpeed
- getGravity
- getHeatHaze
- getInteriorSoundsEnabled
- getJetpackMaxHeight
- getMinuteDuration
- getMoonSize
- getOcclusionsEnabled
- getRainLevel
- getSunColor
- getSunSize
- getTime
- getTrafficLightState
- getWeather
- getWindVelocity
- getSkyGradient
- getPlayerBlurLevel
- getZoneName
- isGarageOpen
- removeWorldModel
- resetFarClipDistance
- resetFogDistance
- resetHeatHaze
- resetMoonSize
- resetRainLevel
- resetSkyGradient
- resetSunColor
- resetSunSize
- resetWindVelocity
- restoreAllWorldModels
- restoreWorldModel
- setAircraftMaxHeight
- setAircraftMaxVelocity
- setCloudsEnabled
- setFarClipDistance
- setFogDistance
- setGameSpeed
- setGarageOpen
- setGravity
- setHeatHaze
- setInteriorSoundsEnabled
- setMinuteDuration
- setMoonSize
- setOcclusionsEnabled
- setRainLevel
- setSkyGradient
- setSunColor
- setSunSize
- setTime
- setTrafficLightState
- setTrafficLightsLocked
- setWeather
- setWeatherBlended
- setWindVelocity
- setJetpackMaxHeight
- setPlayerBlurLevel