OnElementStartSync: Difference between revisions

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This example will prevent vehicles from entering an area protected by a colshape, by automatically destroying them upon enter.
This example will prevent vehicles from entering a certain area by destroying them upon entrance
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
local myColShape = createColCuboid(1000, -800, 900, 1000, 1000, 1000)
local myColShape = createColCuboid(1000, -800, 900, 1000, 1000, 1000)


function checkSyncOfVehicles()
function checkSyncOfVehicles()

Latest revision as of 02:13, 3 December 2018

This event is triggered when an element becomes synced by a player.

Parameters

player newSyncer
  • newSyncer: a player element representing the player who is now syncing the element.

Source

The source of this event is the element that got synced by a player.

Example

Click to collapse [-]
Server

This example matches the model of the element to the player, when an element receives a new syncer.

function elementStartSync( newSyncer )
    local strElementType = getElementType( source )
    local playerVehicle = getPedOccupiedVehicle( newSyncer )
    if ( strElementType == 'vehicle' ) then
        if ( not playerVehicle ) then return false end
        
        setElementModel( source, getElementModel(playerVehicle) )
    elseif ( strElementType == 'ped' ) then
        setElementModel( source, getElementModel(newSyncer) )
    end
end
addEventHandler ('onElementStartSync', root, elementStartSync)

This example will prevent vehicles from entering a certain area by destroying them upon entrance

local myColShape = createColCuboid(1000, -800, 900, 1000, 1000, 1000)

function checkSyncOfVehicles()
	if isElement(source) and getElementType (source) == "vehicle" and isElementWithinColShape(source, myColShape) then
		destroyElement (source)
	end
end
addEventHandler ("onElementStartSync", root, checkSyncOfVehicles)

See Also

Element events


Event functions