SetElementPosition: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
This function sets the position of an element to the | {{Server client function}} | ||
This function sets the position of an element to the specified coordinates. | |||
==Syntax== | ==Syntax== | ||
Line 9: | Line 10: | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''theElement:''' A valid [[element]] to be moved. | *'''theElement:''' A valid [[element]] to be moved. | ||
*'''x:''' The x | *'''x:''' The x coordinate of the destination. | ||
*'''y:''' The y | *'''y:''' The y coordinate of the destination. | ||
*'''z:''' The z | *'''z:''' The z coordinate of the destination. | ||
===Returns=== | ===Returns=== | ||
Line 17: | Line 18: | ||
==Example== | ==Example== | ||
This example enables a player to type /warpto <playername> to warp to them | This example enables a player to type /warpto <playername> to warp to them. If the player being warped to is in a vehicle with a free passenger seat, it will warp into the vehicle. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function consoleWarpTo ( | function consoleWarpTo ( sourcePlayer, commandName, player2nick ) | ||
if ( | -- Make sure required parameters are set | ||
if ( not sourcePlayer or not player2nick ) then return end | |||
-- Setup the variables we will be using for teleportation | |||
local x, y, z, r, d = 0, 0, 0, 0, 2.5 | |||
-- Grab the element identifier of the player we are trying to warp to | |||
local player2 = getPlayerFromNick ( player2nick ) | |||
-- Make sure it exists! | |||
if ( player2 ) then | |||
-- Is the player we're warping to in a vehicle? | |||
if ( isPlayerInVehicle ( player2 ) ) then | |||
-- Indeed they are, let's get the vehicle information such as the vehicle element itself, and the seats it's got. | |||
local player2vehicle = getPlayerOccupiedVehicle ( player2 ) | |||
local numseats = getVehicleMaxPassengers ( player2vehicle ) | |||
local i = 0 | |||
-- Loop over the seats to see if there's a free one | |||
while ( i < numseats ) do | |||
if ( getVehicleOccupant ( player2vehicle, i ) ) then | |||
-- This seat isn't free, go ahead and check the next one | |||
i = i + 1 | |||
else | else | ||
-- | -- This seat is free, get out of the loop | ||
break | |||
end | end | ||
end | |||
-- Check if 'i' is lower than the number of seats. If it is, it means it's the number of a free seat | |||
if ( i < numseats ) then | |||
-- Teleport the player into the seat | |||
warpPlayerIntoVehicle ( sourcePlayer, player2vehicle, i ) | |||
else | else | ||
-- | -- There are no free seats, tell the player that. | ||
outputChatBox ( "Sorry, the player's vehicle is full (" .. getVehicleName ( player2vehicle ) .. " " .. i .. "/" .. numseats .. ")", sourcePlayer ) | |||
end | end | ||
else | else | ||
-- | -- The player isn't in a vehicle, let's get the player's position and warp to them. | ||
x, y, z = getElementPosition ( player2 ) | |||
r = getPlayerRotation ( player2 ) | |||
-- Make sure we get interior data, they might be inside one! | |||
interior = getElementInterior ( player2 ) | |||
dimension = getElementDimension ( player2 ) | |||
-- Do some funky math to make sure that we dont teleport inside of them (get us both stuck inside each other) | |||
x = x - ( ( math.cos ( math.rad ( r + 90 ) ) ) * d ) | |||
y = y - ( ( math.sin ( math.rad ( r + 90 ) ) ) * d ) | |||
-- Set a few timers for setting interiors, dimensions and positions | |||
setTimer ( setElementInterior, 800, 1, sourcePlayer, interior ) | |||
setTimer ( setElementDimension, 900, 1, sourcePlayer, dimension ) | |||
setTimer ( setElementPosition, 1000, 1, sourcePlayer, x, y, z ) | |||
setTimer ( setPlayerRotation, 1000, 1, sourcePlayer, r ) | |||
-- Fade the camera to make it look nicer | |||
fadeCamera ( sourcePlayer, false, 1, 0, 0, 0 ) | |||
-- Fade it back once it's all complete! | |||
setTimer ( fadeCamera, 1000, 1, sourcePlayer, true, 1 ) | |||
end | end | ||
else | |||
-- No player by the specified name was found, tell the warper this. | |||
outputChatBox ( "No such player.", sourcePlayer ) | |||
end | end | ||
end | end |
Revision as of 11:36, 16 August 2007
This function sets the position of an element to the specified coordinates.
Syntax
bool setElementPosition ( element theElement, float x, float y, float z )
Required Arguments
- theElement: A valid element to be moved.
- x: The x coordinate of the destination.
- y: The y coordinate of the destination.
- z: The z coordinate of the destination.
Returns
Returns true if the function was successful, false otherwise.
Example
This example enables a player to type /warpto <playername> to warp to them. If the player being warped to is in a vehicle with a free passenger seat, it will warp into the vehicle.
function consoleWarpTo ( sourcePlayer, commandName, player2nick ) -- Make sure required parameters are set if ( not sourcePlayer or not player2nick ) then return end -- Setup the variables we will be using for teleportation local x, y, z, r, d = 0, 0, 0, 0, 2.5 -- Grab the element identifier of the player we are trying to warp to local player2 = getPlayerFromNick ( player2nick ) -- Make sure it exists! if ( player2 ) then -- Is the player we're warping to in a vehicle? if ( isPlayerInVehicle ( player2 ) ) then -- Indeed they are, let's get the vehicle information such as the vehicle element itself, and the seats it's got. local player2vehicle = getPlayerOccupiedVehicle ( player2 ) local numseats = getVehicleMaxPassengers ( player2vehicle ) local i = 0 -- Loop over the seats to see if there's a free one while ( i < numseats ) do if ( getVehicleOccupant ( player2vehicle, i ) ) then -- This seat isn't free, go ahead and check the next one i = i + 1 else -- This seat is free, get out of the loop break end end -- Check if 'i' is lower than the number of seats. If it is, it means it's the number of a free seat if ( i < numseats ) then -- Teleport the player into the seat warpPlayerIntoVehicle ( sourcePlayer, player2vehicle, i ) else -- There are no free seats, tell the player that. outputChatBox ( "Sorry, the player's vehicle is full (" .. getVehicleName ( player2vehicle ) .. " " .. i .. "/" .. numseats .. ")", sourcePlayer ) end else -- The player isn't in a vehicle, let's get the player's position and warp to them. x, y, z = getElementPosition ( player2 ) r = getPlayerRotation ( player2 ) -- Make sure we get interior data, they might be inside one! interior = getElementInterior ( player2 ) dimension = getElementDimension ( player2 ) -- Do some funky math to make sure that we dont teleport inside of them (get us both stuck inside each other) x = x - ( ( math.cos ( math.rad ( r + 90 ) ) ) * d ) y = y - ( ( math.sin ( math.rad ( r + 90 ) ) ) * d ) -- Set a few timers for setting interiors, dimensions and positions setTimer ( setElementInterior, 800, 1, sourcePlayer, interior ) setTimer ( setElementDimension, 900, 1, sourcePlayer, dimension ) setTimer ( setElementPosition, 1000, 1, sourcePlayer, x, y, z ) setTimer ( setPlayerRotation, 1000, 1, sourcePlayer, r ) -- Fade the camera to make it look nicer fadeCamera ( sourcePlayer, false, 1, 0, 0, 0 ) -- Fade it back once it's all complete! setTimer ( fadeCamera, 1000, 1, sourcePlayer, true, 1 ) end else -- No player by the specified name was found, tell the warper this. outputChatBox ( "No such player.", sourcePlayer ) end end addCommandHandler ( "warpto", consoleWarpTo )
See Also
- attachElements
- createElement
- destroyElement
- detachElements
- getAttachedElements
- getElementAlpha
- getElementAttachedOffsets
- getElementAttachedTo
- getElementByIndex
- getElementByID
- getElementChild
- getElementChildren
- getElementChildrenCount
- getElementCollisionsEnabled
- getElementColShape
- getElementData
- getAllElementData
- hasElementData
- getElementDimension
- getElementHealth
- getElementID
- getElementInterior
- getElementMatrix
- getElementModel
- getElementParent
- getElementPosition
- getElementRotation
- getElementsByType
- getElementsWithinColShape
- getElementsWithinRange
- getElementType
- getElementVelocity
- getLowLODElement
- getRootElement
- isElement
- isElementAttached
- isElementCallPropagationEnabled
- isElementDoubleSided
- isElementFrozen
- isElementInWater
- isElementLowLOD
- isElementWithinColShape
- isElementWithinMarker
- setElementAlpha
- setElementAngularVelocity
- getElementAngularVelocity
- setElementAttachedOffsets
- setElementCallPropagationEnabled
- setElementCollisionsEnabled
- setElementData
- setElementDimension
- setElementDoubleSided
- setElementFrozen
- setElementHealth
- setElementID
- setElementInterior
- setElementModel
- setElementParent
- setElementPosition
- setElementRotation
- setElementVelocity
- setLowLODElement
- getPedContactElement
- getResourceDynamicElementRoot
- getResourceRootElement