IsPlayerMapForced: Difference between revisions

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__NOTOC__
__NOTOC__
{{Server client function}}
{{Server client function}}
This function checks if the specified player's radar map has been forced on or not.
This function checks if the specified player's map (F11) has been forced on or not.


==Syntax==
==Syntax==
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===Returns===
===Returns===
Returns ''true'' if the player's radar map is forced on, ''false'' otherwise.
Returns ''true'' if the player's map is forced on, ''false'' otherwise.
</section>
</section>
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">bool isPlayerMapForced ()</syntaxhighlight>
<syntaxhighlight lang="lua">bool isPlayerMapForced ()</syntaxhighlight>
 
{{OOP||[[Player]].isMapForced||forcePlayerMap}}
===Returns===
===Returns===
Returns ''true'' if the local player's radar map is forced on, ''false'' otherwise.
Returns ''true'' if the local player's map is forced on, ''false'' otherwise.
</section>
</section>


==Example==
==Example==
<section name="Server" class="server" show="true">
<section name="Server" class="server" show="true">
This example forces a players radar map on for 10 seconds if it hasn't been already.
This example forces a player's map on for 10 seconds if it hasn't been already.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function forceMapForPlayer ( callingPlayer, command, whoNick )
function forceMapForPlayer ( callingPlayer, command, whoNick )
local who = getPlayerFromName ( whoNick )                                  -- Look up the specified player
local who = getPlayerFromName ( whoNick )                                  -- Look up the specified player
if ( who ) then
if ( who ) then
if ( not isPlayerMapForced ( who ) ) then                          -- if his radar map isn't already forced on
if ( not isPlayerMapForced ( who ) ) then                          -- if their map isn't already forced on
forcePlayerMap ( who, true )                                -- force it on
forcePlayerMap ( who, true )                                -- force it on
setTimer ( forcePlayerMap, 10000, 1, who, false )          -- force it off in 10secs
setTimer ( forcePlayerMap, 10000, 1, who, false )          -- force it off in 10secs

Latest revision as of 11:53, 9 November 2024

This function checks if the specified player's map (F11) has been forced on or not.

Syntax

Click to collapse [-]
Server
bool isPlayerMapForced ( player thePlayer )

OOP Syntax Help! I don't understand this!

Method: player:isMapForced(...)
Variable: .mapForced
Counterpart: forcePlayerMap


Required Arguments

  • thePlayer: A player object referencing the specified player

Returns

Returns true if the player's map is forced on, false otherwise.

Click to collapse [-]
Client
bool isPlayerMapForced ()

OOP Syntax Help! I don't understand this!

Method: Player.isMapForced(...)
Counterpart: forcePlayerMap


Returns

Returns true if the local player's map is forced on, false otherwise.

Example

Click to collapse [-]
Server

This example forces a player's map on for 10 seconds if it hasn't been already.

function forceMapForPlayer ( callingPlayer, command, whoNick )
	local who = getPlayerFromName ( whoNick )                                   -- Look up the specified player
	if ( who ) then
		if ( not isPlayerMapForced ( who ) ) then                           -- if their map isn't already forced on
			forcePlayerMap ( who, true )                                -- force it on
			setTimer ( forcePlayerMap, 10000, 1, who, false )           -- force it off in 10secs
			outputChatBox ( "Forcing Map for " .. whoNick, callingPlayer ) -- output a message to the one who entered the command
		else
			outputChatBox ( "Map already forced for " .. whoNick, callingPlayer ) -- if the map is already forced, output a message
		end
	else
		outputChatBox ( "Couldn't find " .. whoNick, callingPlayer )        -- if the player wasn't found, output a message
	end
end
addCommandHandler ( "forcemap", forceMapForPlayer ) -- add a command handler

See Also