SetRadarAreaFlashing: Difference between revisions
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==Example== | ==Example== | ||
This example checks to see whether an existing radar area (''someArea'') is flashing, and forces it to flash if it isn't: | '''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"> | ||
flag = isRadarAreaFlashing ( someArea ) | flag = isRadarAreaFlashing ( someArea ) | ||
Line 25: | Line 25: | ||
setRadarAreaFlashing ( someArea, true ) -- make the area flash | setRadarAreaFlashing ( someArea, true ) -- make the area flash | ||
end | 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( getClientName(thePlayer).." entered the zone!", getRootElement(),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 ( getClientName(thePlayer).." left the zone!", getRootElement(), 255, 255, 109 ) | |||
setRadarAreaFlashing ( hillRadar, false ) | |||
end | |||
end | |||
addEventHandler ( "onColShapeLeave", hillArea, hill_Exit ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{Radar area_functions}} | {{Radar area_functions}} |
Revision as of 21:56, 15 July 2007
This article needs checking. | |
Reason(s): Does it return false if the radararea is set to flash but already is flashing (and vice versa)? Erorr404 |
Makes an existing radar area flash in transparency.
Syntax
bool setRadarAreaFlashing ( radararea theRadararea, bool flash )
Required Arguments
- theRadararea: the radararea element.
- flash: a bool indicating whether the radar area should flash (true to flash, false to not flash).
Returns
Returns true if the radar area was successfuly set to flash, false if the radar area doesn't exist.
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:
flag = isRadarAreaFlashing ( someArea ) if ( flag ) then -- if the area is already flashing... outputChatBox ( "The radar area is already flashing." ) else -- it 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( getClientName(thePlayer).." entered the zone!", getRootElement(),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 ( getClientName(thePlayer).." left the zone!", getRootElement(), 255, 255, 109 ) setRadarAreaFlashing ( hillRadar, false ) end end addEventHandler ( "onColShapeLeave", hillArea, hill_Exit )
See Also
- createRadarArea
- getRadarAreaColor
- getRadarAreaSize
- isInsideRadarArea
- isRadarAreaFlashing
- setRadarAreaColor
- setRadarAreaFlashing
- setRadarAreaSize