SetElementData: Difference between revisions

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===Required Arguments===  
===Required Arguments===  
*'''theElement:''' The [[element]] you wish to attach the data to.
*'''theElement:''' The [[element]] you wish to attach the data to.
*'''key:''' The key you wish to store the data under.
*'''key:''' The key you wish to store the data under. (Maximum 31 characters.)
*'''value:''' The value you wish to store. See [[element data]] for a list of acceptable datatypes.
*'''value:''' The value you wish to store. See [[element data]] for a list of acceptable datatypes.



Revision as of 00:44, 17 October 2009

This function stores element data under a certain key, attached to an element. Element data set using this is then synced with all clients or the server. As such you should avoid passing data that is not able to be synced into this function (i.e. xmlnodes, acls, aclgroups etc.) Server-created elements are able to be synced.

Syntax

bool setElementData ( element theElement, string key, var value, [bool synchronize = true] )

Required Arguments

  • theElement: The element you wish to attach the data to.
  • key: The key you wish to store the data under. (Maximum 31 characters.)
  • value: The value you wish to store. See element data for a list of acceptable datatypes.

Optional Arguments

  • synchronize: Determines whether or not the data will be synchronized with the server (client-side variation) and remote clients (both variations).

Returns

Returns true if the data was set succesfully, false otherwise.

Example

Click to collapse [-]
Server

This example allows for a player to add a custom tag onto their nickname, and also revert it back to normal if they wish

function addPlayerCustomTag ( thePlayer, command, newTag )
	--Let's make sure the newTag param has been entered...
	if ( newTag ) then
		--Grab their current playername for saving.
		local sPlayerNickname = getPlayerName ( thePlayer )
		--Create their new nickname with their tag
		local sNewPlayerNickname = newTag .. " " .. sPlayerNickname
		
		--Let's first load the element data, see if it's there already
		--The reason for this is that if a player were to do /addtag twice,
		--the tag would be prepended a second time
		local sOldNick = getElementData( thePlayer, "tempdata.originalnick" )
		if ( sOldNick == false ) then
			--Save their orignal nickname in their element data
			setElementData ( thePlayer, "tempdata.originalnick", sPlayerNickname )
		end
		
		--Set their new nickname globally
		setPlayerName ( thePlayer, sNewPlayerNickname )
		
		--Tell them it's done
		outputChatBox ( "Your new nickname has been set, to put it back to its original state you can use /deltag", thePlayer )
	else
		--The newTag param was not entered, give an error message
		outputChatBox ( "/addtag - Incorrect syntax, Correct: /addtag <newtag>", thePlayer )
	end
end
addCommandHandler ( "addtag", addPlayerCustomTag )

function removePlayerCustomTag ( thePlayer, command )
	--We first need to check that they have already used /addtag, let's do that now
	local sOldNick = getElementData( thePlayer, "tempdata.originalnick" )
	if ( sOldNick ) then
		--Great, they have a tag added, let's reset them
		
		--First we will want to reset the element data back to its default (that being false)
		setElementData ( thePlayer, "tempdata.originalnick", false )
		
		--Now set the client name back
		setClientName ( thePlayer, sOldNick )
		
		--Notify them
		outputChatBox ( "Your old nickname has been set", thePlayer )
	end
end
addCommandHandler ( "deltag", removePlayerCustomTag )

See Also