OnMarkerHit: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
(Add important note regarding weird behavior)
 
(22 intermediate revisions by 14 users not shown)
Line 1: Line 1:
{{Needs_Checking|different stored args than on the list, which also has matching dimension. It should store the marker that was hit. matchingdimension outputted 'true' when i tostring()'ed it in output--[[User:Ransom|Ransom]] 21:37, 12 April 2007 (CDT)}}
__NOTOC__
{{Server event}}
This event is triggered when an element enters a marker created using [[createMarker]].
{{Important Note|The event is not triggered when only the dimension changes of the player. So, if you use the `matchingDimension` when teleporting players into existing markers you should always first set their dimension/interior and only then the position}}


[[Category:Incomplete Event]]
==Parameters==
<syntaxhighlight lang="lua">
element hitElement, bool matchingDimension
</syntaxhighlight>


__NOTOC__
*'''hitElement''': the [[element]] that hit the [[marker]].
This event is triggered when a player hits a marker.
*'''matchingDimension''': a [[boolean]] representing whether the [[element]] is in the same dimension as the [[marker]].


==Syntax==  
==Source==
<syntaxhighlight lang="lua">
The [[event system#Event source|source]] of this event is the [[marker]] that got hit by the element.
void onMarkerHit ( player hitplayer )           
</syntaxhighlight>


==Example==  
==Example==  
This example does...
<!-- Explain what the example is in a single sentance -->
This example will output a message what type of element has entered a marker.
<!-- Add the code below, an emphasis should be on making it clear, not optimized. You could provide two versions if you wish, one clear and well commented, the other optimized -->
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
--This line does...
local playerMarker = createMarker(0, 0, 2, "cylinder", 5, 10, 244, 23, 200, root)
blabhalbalhb --abababa
 
--This line does this...
function handlePlayerMarker(hitElement)
mooo
local elementType = getElementType(hitElement)
 
outputChatBox("Element ("..elementType..") has entered marker.")
end
addEventHandler("onMarkerHit", playerMarker, handlePlayerMarker)
</syntaxhighlight>
</syntaxhighlight>
==Issues==
{{Issues|
{{Issue|551|If a marker was attached to another element, onMarkerHit won't be triggered}}
{{Issue|519|onMarkerHit not always triggered in interiors}}
{{Issue|923|Server side markers with size < 1.5 don't trigger event}}
}}
{{See also/Server event|Marker events}}

Latest revision as of 20:40, 20 September 2023

This event is triggered when an element enters a marker created using createMarker.

[[{{{image}}}|link=|]] Important Note: The event is not triggered when only the dimension changes of the player. So, if you use the `matchingDimension` when teleporting players into existing markers you should always first set their dimension/interior and only then the position

Parameters

element hitElement, bool matchingDimension

Source

The source of this event is the marker that got hit by the element.

Example

This example will output a message what type of element has entered a marker.

local playerMarker = createMarker(0, 0, 2, "cylinder", 5, 10, 244, 23, 200, root)

function handlePlayerMarker(hitElement)
	local elementType = getElementType(hitElement)

	outputChatBox("Element ("..elementType..") has entered marker.")
end
addEventHandler("onMarkerHit", playerMarker, handlePlayerMarker)

Issues

Issue ID Description
#551 If a marker was attached to another element, onMarkerHit won't be triggered
#519 onMarkerHit not always triggered in interiors
#923 Server side markers with size < 1.5 don't trigger event

See Also

Marker events


Event functions