IsPlayerMapForced: Difference between revisions
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(→Syntax: OOP syntax added) |
(add client oop syntax) |
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<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|mapForced|forcePlayerMap}} | |||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the local player's radar map is forced on, ''false'' otherwise. | Returns ''true'' if the local player's radar map is forced on, ''false'' otherwise. |
Revision as of 23:21, 28 December 2014
This function checks if the specified player's radar map has been forced on or not.
Syntax
Click to collapse [-]
Serverbool 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 radar map is forced on, false otherwise.
Click to collapse [-]
Clientbool isPlayerMapForced ()
OOP Syntax Help! I don't understand this!
- Method: Player.isMapForced(...)
- Variable: .mapForced
- Counterpart: forcePlayerMap
Returns
Returns true if the local player's radar map is forced on, false otherwise.
Example
Click to collapse [-]
ServerThis example forces a players radar 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 his radar 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
- getPlayerTeam
- getPlayerBlurLevel
- setPlayerBlurLevel
- getPlayerSerial
- forcePlayerMap
- getPlayerScriptDebugLevel
- getPlayerFromName
- getPlayerMoney
- getPlayerName
- getPlayerNametagColor
- getPlayerNametagText
- getPlayerPing
- getPlayerWantedLevel
- givePlayerMoney
- isPlayerMapForced
- isPlayerNametagShowing
- setPlayerHudComponentVisible
- setPlayerMoney
- setPlayerNametagColor
- setPlayerNametagShowing
- setPlayerNametagText
- takePlayerMoney
- countPlayersInTeam
- getPlayersInTeam
- isVoiceEnabled
- setControlState
- getControlState