SetRadarAreaFlashing: Difference between revisions
Jump to navigation
Jump to search
(new example & updated) |
No edit summary |
||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
This function makes an existing radar area flash in transparency. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool setRadarAreaFlashing ( radararea | bool setRadarAreaFlashing ( radararea theRadarArea, bool flash ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===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). | *'''flash:''' a bool indicating whether the radar area should flash (''true'' to flash, ''false'' to not flash). | ||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the | 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== | ||
'''Example 1:''' 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"> | ||
local isFlashing = isRadarAreaFlashing ( someArea ) | |||
if | if isFlashing then -- if the area is already flashing... | ||
outputChatBox ( "The radar area is already flashing." ) | outputChatBox ( "The radar area is already flashing." ) | ||
else -- it it isn't... | else -- it it isn't... | ||
Line 27: | Line 25: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
'''Example 2:'''This example creates a radar area for the King of the | '''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"> | <syntaxhighlight lang="lua"> | ||
-- create our hill area for our gamemode | -- create our hill area for our gamemode | ||
Line 36: | Line 34: | ||
function hill_Enter ( thePlayer, matchingDimension ) | function hill_Enter ( thePlayer, matchingDimension ) | ||
--announce to everyone that the player entered the hill | --announce to everyone that the player entered the hill | ||
outputChatBox( getClientName(thePlayer).." entered the zone!", getRootElement(),255, 255, 109, ) | outputChatBox( getClientName(thePlayer).." entered the zone!", getRootElement(), 255, 255, 109, ) | ||
setRadarAreaFlashing ( hillRadar, true ) | setRadarAreaFlashing ( hillRadar, true ) | ||
end | end | ||
Line 47: | Line 45: | ||
--if he was alive, announce to everyone that the player has left the hill | --if he was alive, announce to everyone that the player has left the hill | ||
outputChatBox ( getClientName(thePlayer).." left the zone!", getRootElement(), 255, 255, 109 ) | outputChatBox ( getClientName(thePlayer).." left the zone!", getRootElement(), 255, 255, 109 ) | ||
setRadarAreaFlashing ( hillRadar, false ) | |||
end | end | ||
end | end |
Revision as of 14:02, 16 July 2007
This function makes an existing radar area flash in transparency.
Syntax
bool setRadarAreaFlashing ( radararea theRadarArea, bool flash )
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 -- 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