MoveObject: Difference between revisions
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__NOTOC__ | |||
{{Server client function}} | {{Server client function}} | ||
This function will smoothly move an object from its current position to a specified rotation and position. | |||
This function will smoothly move an object from its current position | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool moveObject ( object theObject, int time, float targetx, float targety, float targetz, [ float | bool moveObject ( object theObject, int time, float targetx, float targety, float targetz, [ float moverx, float movery, float moverz, string strEasingType, float fEasingPeriod, float fEasingAmplitude, float fEasingOvershoot ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[object]]:move||}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
* '''theObject:''' | * '''theObject:''' the object that will be moved. | ||
* '''time:''' | * '''time:''' the time in milliseconds the object will arrive at the destination. | ||
* '''targetx:''' | * '''targetx:''' the X value of the target position | ||
* '''targety:''' | * '''targety:''' the Y value of the target position | ||
* '''targetz:''' | * '''targetz:''' the Z value of the target position | ||
===Optional Arguments=== | ===Optional Arguments=== | ||
* ''' | * '''moverx:''' the rotation along the X axis '''relative''' to its current rotation, which is its starting angle. | ||
* ''' | * '''movery:''' the rotation along the Y axis '''relative''' to its current rotation, which is its starting angle. | ||
* ''' | * '''moverz:''' the rotation along the Z axis '''relative''' to its current rotation, which is its starting angle. | ||
*'''strEasingType:''' the [[Easing|easing function]] to use for the interpolation (default is "Linear") | |||
*'''fEasingPeriod:''' the period of the [[Easing|easing function]] (only some easing functions use this parameter) | |||
*'''fEasingAmplitude:''' the amplitude of the [[Easing|easing function]] (only some easing functions use this parameter) | |||
*'''fEasingOvershoot:''' the overshoot of the [[Easing|easing function]] (only some easing functions use this parameter) | |||
===Returns=== | ===Returns=== | ||
* ''true'' if the function moved the object succesfully. | |||
* ''false'' otherwise. | |||
==Example== | ==Examples == | ||
This example created a model (of a bed) near a player called ''someguy'', if they exist in the game. It will then move the model towards the player over 3 seconds. | <section name="Server" class="server" show="true"> | ||
'''Example 1:''' This example moves every object in the game up 100 units in ten seconds. | |||
<syntaxhighlight lang="lua"> | |||
allObjects = getElementsByType ( "object" ) | |||
for key, theObject in ipairs ( allObjects ) do | |||
local origX, origY, origZ = getElementPosition ( theObject ) --get the original position | |||
local newZ = origZ + 100 -- make a new z position | |||
moveObject ( theObject, 10000, origX, origY, newZ ) --move the object to this position in 10 seconds. | |||
end | |||
</syntaxhighlight> | |||
</section> | |||
<section name="Server" class="server" show="true"> | |||
'''Example 2:''' This example created a model (of a bed) near a player called ''someguy'', if they exist in the game. It will then move the model towards the player over 3 seconds. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- Find a player called 'someguy' | -- Find a player called 'someguy' | ||
someGuy = | someGuy = getPlayerFromName ( "someguy" ) | ||
-- If a player called someguy was found then | -- If a player called someguy was found then | ||
if ( someGuy ) then | if ( someGuy ) then | ||
Line 45: | Line 61: | ||
end | end | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
<section name="Server" class="server" show="true"> | |||
'''Example 3:''' This example creates a ball moving (in front of CJ's house in Grove Street) using easing functions. Test command is "/smove" for instance "/smove OutBounce". This example is a serverside code but the same could be done clientside (adapting the command handler) | |||
<syntaxhighlight lang="lua"> | |||
local START_POS = {2497.203125, -1672.4864501953, 12.640947341919} | |||
local STOP_POS = {2480.2595214844, -1666.521484375, 12.640114784241} | |||
local MOTION_DURATION = 5000 | |||
local WAIT_DURATION = 1000 | |||
addCommandHandler("smove", | |||
function (player, cmd, strEasingType, period, amplitude, overshoot) | |||
local x, y, z = unpack(START_POS) | |||
local object = createObject(1598, x, y, z) | |||
x, y, z = unpack(STOP_POS) | |||
period = period or 0.3 | |||
amplitude = amplitude or 1.0 | |||
overshoot = overshoot or 1.70158 | |||
outputChatBox(string.format("Server Easing %s %s %s %s", strEasingType, tostring(period), tostring(amplitude), tostring(overshoot))) | |||
moveObject(object, MOTION_DURATION, x, y, z, 0, 0, 360, strEasingType, period, amplitude, overshoot) | |||
setTimer(destroyElement, MOTION_DURATION+WAIT_DURATION, 1, object) | |||
end) | |||
</syntaxhighlight> | |||
</section> | |||
<section name="Server" class="server" show="true"> | |||
'''Example 4:''' This example move a gate with easing. | |||
<syntaxhighlight lang="lua"> | |||
local x,y,z = 2096.3, 1721, 12.7 | |||
local easing = "OutBounce" | |||
local time = 2000 | |||
local gate = createObject(980, x,y,z, 0, 0, 63) | |||
local marker = createMarker(x,y,z, "cylinder", 12, 0, 0, 0, 0) | |||
function moveGate(hitPlayer, matchingDimension) | |||
moveObject(gate, time, x+4.9, y+9.6, z, 0, 0, 0, easing) | |||
end | |||
addEventHandler("onMarkerHit", marker, moveGate) | |||
function moveBack() | |||
moveObject(gate, time, x, y, z, 0, 0, 0, easing) | |||
end | |||
addEventHandler("onMarkerLeave", marker, moveBack) | |||
</syntaxhighlight> | |||
</section> | |||
== Issues == | |||
{{Issues| | |||
{{Issue|549|Object rotation is wrong after moveObject serverside}} | |||
}} | |||
==See Also== | ==See Also== | ||
{{Object functions}} | {{Object functions}} |
Latest revision as of 23:13, 17 July 2022
This function will smoothly move an object from its current position to a specified rotation and position.
Syntax
bool moveObject ( object theObject, int time, float targetx, float targety, float targetz, [ float moverx, float movery, float moverz, string strEasingType, float fEasingPeriod, float fEasingAmplitude, float fEasingOvershoot ] )
OOP Syntax Help! I don't understand this!
- Method: object:move(...)
Required Arguments
- theObject: the object that will be moved.
- time: the time in milliseconds the object will arrive at the destination.
- targetx: the X value of the target position
- targety: the Y value of the target position
- targetz: the Z value of the target position
Optional Arguments
- moverx: the rotation along the X axis relative to its current rotation, which is its starting angle.
- movery: the rotation along the Y axis relative to its current rotation, which is its starting angle.
- moverz: the rotation along the Z axis relative to its current rotation, which is its starting angle.
- strEasingType: the easing function to use for the interpolation (default is "Linear")
- fEasingPeriod: the period of the easing function (only some easing functions use this parameter)
- fEasingAmplitude: the amplitude of the easing function (only some easing functions use this parameter)
- fEasingOvershoot: the overshoot of the easing function (only some easing functions use this parameter)
Returns
- true if the function moved the object succesfully.
- false otherwise.
Examples
Click to collapse [-]
ServerExample 1: This example moves every object in the game up 100 units in ten seconds.
allObjects = getElementsByType ( "object" ) for key, theObject in ipairs ( allObjects ) do local origX, origY, origZ = getElementPosition ( theObject ) --get the original position local newZ = origZ + 100 -- make a new z position moveObject ( theObject, 10000, origX, origY, newZ ) --move the object to this position in 10 seconds. end
Click to collapse [-]
ServerExample 2: This example created a model (of a bed) near a player called someguy, if they exist in the game. It will then move the model towards the player over 3 seconds.
-- Find a player called 'someguy' someGuy = getPlayerFromName ( "someguy" ) -- If a player called someguy was found then if ( someGuy ) then -- Get the player's position x, y, z = getElementPosition ( someGuy ) -- Create a bed (1700) object near to the player bed = createObject ( 1700, x + 5, y, z ) -- Move the bed towards the player over 3 seconds (3000 milliseconds) moveObject ( bed, 3000, x, y, z ) -- Tell the player in the chat box outputChatBox ( "Moving a bed towards you!", someGuy ) else -- Tell everyone that a player called 'someguy' could not be found outputChatBox ( "Player someguy doesn't exist" ) end
Click to collapse [-]
ServerExample 3: This example creates a ball moving (in front of CJ's house in Grove Street) using easing functions. Test command is "/smove" for instance "/smove OutBounce". This example is a serverside code but the same could be done clientside (adapting the command handler)
local START_POS = {2497.203125, -1672.4864501953, 12.640947341919} local STOP_POS = {2480.2595214844, -1666.521484375, 12.640114784241} local MOTION_DURATION = 5000 local WAIT_DURATION = 1000 addCommandHandler("smove", function (player, cmd, strEasingType, period, amplitude, overshoot) local x, y, z = unpack(START_POS) local object = createObject(1598, x, y, z) x, y, z = unpack(STOP_POS) period = period or 0.3 amplitude = amplitude or 1.0 overshoot = overshoot or 1.70158 outputChatBox(string.format("Server Easing %s %s %s %s", strEasingType, tostring(period), tostring(amplitude), tostring(overshoot))) moveObject(object, MOTION_DURATION, x, y, z, 0, 0, 360, strEasingType, period, amplitude, overshoot) setTimer(destroyElement, MOTION_DURATION+WAIT_DURATION, 1, object) end)
Click to collapse [-]
ServerExample 4: This example move a gate with easing.
local x,y,z = 2096.3, 1721, 12.7 local easing = "OutBounce" local time = 2000 local gate = createObject(980, x,y,z, 0, 0, 63) local marker = createMarker(x,y,z, "cylinder", 12, 0, 0, 0, 0) function moveGate(hitPlayer, matchingDimension) moveObject(gate, time, x+4.9, y+9.6, z, 0, 0, 0, easing) end addEventHandler("onMarkerHit", marker, moveGate) function moveBack() moveObject(gate, time, x, y, z, 0, 0, 0, easing) end addEventHandler("onMarkerLeave", marker, moveBack)
Issues
Issue ID | Description |
---|---|
#549 | Object rotation is wrong after moveObject serverside |
See Also