SetElementInterior: Difference between revisions

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{{Server client function}}
__NOTOC__
__NOTOC__
This function allows you to set the interior of any element. An interior is the current loaded place, 0 being outside.
This function allows you to set the [[interior]] of any element. An interior is the current loaded place, 0 being outside.
{{Note|If passing the same interior as the element is in, the call will be ignored and position (optional arguments) will not be set either. Use [[setElementPosition]] separately to be sure the position will be set.}}
{{Note|Some [[Object|objects]]/[[Building|buildings]] in '''interior 13''' show in all interiors.}}


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool setElementInterior ( element theElement, int interior, [float x, float y, float z] )
bool setElementInterior ( element theElement, int interior [, float x, float y, float z] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[element]]:setInterior|interior|getElementInterior}}


===Required Arguments===
===Required Arguments===
*'''theElement:''' The element in which you'd like to set the interior of.
*'''theElement:''' The element in which you'd like to set the interior of.
*'''interior:''' The interior you want to set the element to.
*'''interior:''' The interior you want to set the element to. Valid values are 0 to 255.
 
===Optional Arguments===
{{OptionalArg}}
* '''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.


===Returns===
===Returns===
Returns 'true' if 'theElement' and 'interior' are valid arguments, 'false' otherwise.
Returns ''true'' if '''theElement''' and '''interior''' are valid arguments, ''false'' otherwise.
 
===Optional 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.


==Example==
==Example==
<section name="Server" class="server" show="true">
In this example, if a player were to type /interior 1, they would be teleported into this interior
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
addCommandHandler ( "interior", "interior" )
function interior ( source, commandName, interior )
function interior ( source, key, interior )
  --Let's see if they gave an interior ID
   if ( interior == "1" ) then
   if ( interior ) then
    --They did, so lets assign them to that interior and teleport them there (all in 1 function call!)
     setElementInterior ( source, interior, 2233.91, 1714.73, 1011.38 )
     setElementInterior ( source, interior, 2233.91, 1714.73, 1011.38 )
   else
   else
     setElementInterior ( source, interior )
    --They didn't give one, so set them to the interior they wanted, but don't teleport them.
     setElementInterior ( source, 0 )
   end
   end
end
end
addCommandHandler ( "interior", interior )
</syntaxhighlight>
</syntaxhighlight>
</section>
<section name="Client" class="client" show="true">
In this example, if a player were to type /interior 1, they would be teleported into this interior
<syntaxhighlight lang="lua">
function interior ( commandName, interior )
  --Let's see if they gave a interior ID
  if ( interior ) then
    --They did, so let's assign them to that interior and teleport them there (all in 1 function call!)
    setElementInterior ( localPlayer, interior, 2233.91, 1714.73, 1011.38 )
  else
    --They didn't give one, so set them to the interior they wanted, but don't teleport them.
    setElementInterior ( localPlayer, 0 )
  end
end
addCommandHandler ( "interior", interior )
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Element functions}}
{{Element functions}}
[[de:setElementInterior]]

Latest revision as of 14:30, 22 October 2024

This function allows you to set the interior of any element. An interior is the current loaded place, 0 being outside.

[[{{{image}}}|link=|]] Note: If passing the same interior as the element is in, the call will be ignored and position (optional arguments) will not be set either. Use setElementPosition separately to be sure the position will be set.
[[{{{image}}}|link=|]] Note: Some objects/buildings in interior 13 show in all interiors.

Syntax

bool setElementInterior ( element theElement, int interior [, float x, float y, float z] )

OOP Syntax Help! I don't understand this!

Method: element:setInterior(...)
Variable: .interior
Counterpart: getElementInterior


Required Arguments

  • theElement: The element in which you'd like to set the interior of.
  • interior: The interior you want to set the element to. Valid values are 0 to 255.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional 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.

Returns

Returns true if theElement and interior are valid arguments, false otherwise.

Example

Click to collapse [-]
Server

In this example, if a player were to type /interior 1, they would be teleported into this interior

function interior ( source, commandName, interior )
  --Let's see if they gave an interior ID
  if ( interior ) then
    --They did, so lets assign them to that interior and teleport them there (all in 1 function call!)
    setElementInterior ( source, interior, 2233.91, 1714.73, 1011.38 )
  else
    --They didn't give one, so set them to the interior they wanted, but don't teleport them.
    setElementInterior ( source, 0 )
  end
end
addCommandHandler ( "interior", interior )
Click to collapse [-]
Client

In this example, if a player were to type /interior 1, they would be teleported into this interior

function interior ( commandName, interior )
  --Let's see if they gave a interior ID
  if ( interior ) then
    --They did, so let's assign them to that interior and teleport them there (all in 1 function call!)
    setElementInterior ( localPlayer, interior, 2233.91, 1714.73, 1011.38 )
  else
    --They didn't give one, so set them to the interior they wanted, but don't teleport them.
    setElementInterior ( localPlayer, 0 )
  end
end
addCommandHandler ( "interior", interior )

See Also