Resource:Spawnmanager/createSpawnpoint: Difference between revisions
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(New page: __NOTOC__ {{Server function}} This function creates a spawnpoint. ==Syntax== <syntaxhighlight lang="lua"> spawnpoint createSpawnpoint ( float x, float y, float z, [ float rotation = 0, int skin = 0, ...) |
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
spawnpoint createSpawnpoint ( float x, float y, float z, [ float rotation = 0, int skin = 0, int interior, int dimension ] ) | spawnpoint createSpawnpoint ( float x, float y, float z, [ float rotation = 0, int skin = 0, int interior = 0, int dimension = 0 ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Line 11: | Line 11: | ||
*'''x''': A floating point number representing the X coordinate on the map. | *'''x''': A floating point number representing the X coordinate on the map. | ||
*'''y''': A floating point number representing the Y coordinate on the map. | *'''y''': A floating point number representing the Y coordinate on the map. | ||
*'''z''': A floating point number representing the Z coordinate on the map. | *'''z''': A floating point number representing the Z coordinate on the map. | ||
*'''rotation:''' A floating point number representing the spawn's rotation about the Z axis in degrees. | *'''rotation:''' A floating point number representing the spawn's rotation about the Z axis in degrees. | ||
*'''skin:''' An integer representing the skin ID (see [[Character_Skins|character skins]]). | *'''skin:''' An integer representing the skin ID (see [[Character_Skins|character skins]]). | ||
*'''interior:''' An integer representing the interior in which the spawnpoint spawns players. | |||
*'''dimension:''' An integer representing the diimension in which the spawnpoint spawns players. | |||
===Returns=== | ===Returns=== | ||
Returns the | Returns the spawnpoint element if creation was successful, ''false'' otherwise. | ||
==Example== | ==Example== | ||
This function lets the player create a new spawnpoint where he stands, with the skin of his choice. | This function lets the player create a new spawnpoint where he stands, with the skin of his choice. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function | local spawnpointsTable = { } | ||
function createSpawnpointCmd(player,cmd,arg1) | |||
local x, y, z = getElementPosition(player) | |||
local rot = getPlayerRotation(player) | |||
local int = getElementInterior(player) | |||
local dim = getElementDimension(player) | |||
local skin = getElementModel(player) | |||
local spawnpoint = exports.spawnmanager:createSpawnpoint(x, y, z, rot, skin, int, dim) | |||
if spawnpoint then | |||
table.insert(spawnpointsTable, spawnpoint) | |||
outputChatBox("Created Spawn Point", player) | |||
else | |||
outputChatBox("Failed to create Spawn Point", player) | |||
end | |||
end | end | ||
addCommandHandler( "mark", | addCommandHandler("mark",createSpawnpointCmd) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Latest revision as of 00:58, 19 April 2016
This function creates a spawnpoint.
Syntax
spawnpoint createSpawnpoint ( float x, float y, float z, [ float rotation = 0, int skin = 0, int interior = 0, int dimension = 0 ] )
Required Arguments
- x: A floating point number representing the X coordinate on the map.
- y: A floating point number representing the Y coordinate on the map.
- z: A floating point number representing the Z coordinate on the map.
- rotation: A floating point number representing the spawn's rotation about the Z axis in degrees.
- skin: An integer representing the skin ID (see character skins).
- interior: An integer representing the interior in which the spawnpoint spawns players.
- dimension: An integer representing the diimension in which the spawnpoint spawns players.
Returns
Returns the spawnpoint element if creation was successful, false otherwise.
Example
This function lets the player create a new spawnpoint where he stands, with the skin of his choice.
local spawnpointsTable = { } function createSpawnpointCmd(player,cmd,arg1) local x, y, z = getElementPosition(player) local rot = getPlayerRotation(player) local int = getElementInterior(player) local dim = getElementDimension(player) local skin = getElementModel(player) local spawnpoint = exports.spawnmanager:createSpawnpoint(x, y, z, rot, skin, int, dim) if spawnpoint then table.insert(spawnpointsTable, spawnpoint) outputChatBox("Created Spawn Point", player) else outputChatBox("Failed to create Spawn Point", player) end end addCommandHandler("mark",createSpawnpointCmd)