SetRadarAreaFlashing: Difference between revisions
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__NOTOC__ | |||
{{Server client function}} | |||
This function makes an existing radar area flash in transparency. | |||
This | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool setRadarAreaFlashing ( | bool setRadarAreaFlashing ( radararea theRadarArea, bool flash ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[radararea]]:setFlashing|flashing|isRadarAreaFlashing}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*''' | *'''theRadarArea:''' the [[radararea]] element we want to change flashing state of. | ||
*'''flash:''' a bool indicating whether the radar area should flash (''true'' to flash, ''false'' to not flash). | |||
*''' | |||
===Returns=== | ===Returns=== | ||
Returns ''true'' if | Returns ''true'' if the new flash state was successfully set, ''false'' if the radar area doesn't exist or invalid arguments were passed. | ||
==Example== | ==Example== | ||
This example | '''Example 1:''' This example checks to see whether an existing radar area (''someArea'') is flashing, and forces it to flash if it isn't: | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
--This | local isFlashing = isRadarAreaFlashing ( someArea ) | ||
if isFlashing then -- if the area is already flashing... | |||
-- | outputChatBox ( "The radar area is already flashing." ) | ||
else -- if it isn't... | |||
setRadarAreaFlashing ( someArea, true ) -- make the area flash | |||
end | |||
</syntaxhighlight> | |||
'''Example 2:''' This example creates a radar area for the ''King of the Hill'' script, and a colsquare. When the player enters the radar area flashes, it stops flashing when a player leaves. | |||
<syntaxhighlight lang="lua"> | |||
-- create our hill area for our gamemode | |||
local hillArea = createColSquare ( -2171.0678710938, 678.17950439453, 0, 15, 15 ) | |||
local hillRadar = createRadarArea ( -2183.5678710938, 705.67950439453, 40, -40, 0, 255, 0, 175 ) | |||
-- add hill_Enter as a handler for when a player enters the hill area | |||
function hill_Enter ( thePlayer, matchingDimension ) | |||
-- announce to everyone that the player entered the hill | |||
outputChatBox( getPlayerName(thePlayer) .. " entered the zone!", root, 255, 255, 109 ) | |||
setRadarAreaFlashing ( hillRadar, true ) | |||
end | |||
addEventHandler ( "onColShapeHit", hillArea, hill_Enter ) | |||
-- add hill_Enter as a handler for when a player leaves the hill area | |||
function hill_Exit ( thePlayer, matchingDimension ) | |||
-- check if the player is not dead | |||
if isPlayerDead ( thePlayer ) ~= true then | |||
-- if he was alive, announce to everyone that the player has left the hill | |||
outputChatBox ( getPlayerName(thePlayer) .. " left the zone!", root, 255, 255, 109 ) | |||
setRadarAreaFlashing ( hillRadar, false ) | |||
end | |||
end | |||
addEventHandler ( "onColShapeLeave", hillArea, hill_Exit ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{ | {{Radar area_functions}} |
Latest revision as of 08:58, 4 November 2020
This function makes an existing radar area flash in transparency.
Syntax
bool setRadarAreaFlashing ( radararea theRadarArea, bool flash )
OOP Syntax Help! I don't understand this!
- Method: radararea:setFlashing(...)
- Variable: .flashing
- Counterpart: isRadarAreaFlashing
Required Arguments
- theRadarArea: the radararea element we want to change flashing state of.
- flash: a bool indicating whether the radar area should flash (true to flash, false to not flash).
Returns
Returns true if the new flash state was successfully set, false if the radar area doesn't exist or invalid arguments were passed.
Example
Example 1: This example checks to see whether an existing radar area (someArea) is flashing, and forces it to flash if it isn't:
local isFlashing = isRadarAreaFlashing ( someArea ) if isFlashing then -- if the area is already flashing... outputChatBox ( "The radar area is already flashing." ) else -- if it isn't... setRadarAreaFlashing ( someArea, true ) -- make the area flash end
Example 2: This example creates a radar area for the King of the Hill script, and a colsquare. When the player enters the radar area flashes, it stops flashing when a player leaves.
-- create our hill area for our gamemode local hillArea = createColSquare ( -2171.0678710938, 678.17950439453, 0, 15, 15 ) local hillRadar = createRadarArea ( -2183.5678710938, 705.67950439453, 40, -40, 0, 255, 0, 175 ) -- add hill_Enter as a handler for when a player enters the hill area function hill_Enter ( thePlayer, matchingDimension ) -- announce to everyone that the player entered the hill outputChatBox( getPlayerName(thePlayer) .. " entered the zone!", root, 255, 255, 109 ) setRadarAreaFlashing ( hillRadar, true ) end addEventHandler ( "onColShapeHit", hillArea, hill_Enter ) -- add hill_Enter as a handler for when a player leaves the hill area function hill_Exit ( thePlayer, matchingDimension ) -- check if the player is not dead if isPlayerDead ( thePlayer ) ~= true then -- if he was alive, announce to everyone that the player has left the hill outputChatBox ( getPlayerName(thePlayer) .. " left the zone!", root, 255, 255, 109 ) setRadarAreaFlashing ( hillRadar, false ) end end addEventHandler ( "onColShapeLeave", hillArea, hill_Exit )
See Also
- createRadarArea
- getRadarAreaColor
- getRadarAreaSize
- isInsideRadarArea
- isRadarAreaFlashing
- setRadarAreaColor
- setRadarAreaFlashing
- setRadarAreaSize