SpawnPlayer: Difference between revisions

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{{Server function}}
__NOTOC__
__NOTOC__
{{Server function}}
This function spawns the player at an arbitrary point on the map.<br>
This function spawns the player at an arbitary point on the map.<br>
{{Note|[[setCameraTarget]] must be used to focus on the player. Also, all players have their camera initially faded out after connect. To ensure that the camera is faded in, please do a [[fadeCamera]] after.}}
{{Note|[[setCameraTarget]] must be used to focus on the player. Also, all players have their camera initially faded out after connect. To ensure that the camera is faded in, please do a [[fadeCamera]] after.}}


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool spawnPlayer ( player thePlayer, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil ] )
bool spawnPlayer ( player thePlayer, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = getPlayerTeam(thePlayer) ] )
</syntaxhighlight>
</syntaxhighlight>
 
{{OOP||[[player]]:spawn||}}
===Required Arguments===
===Required Arguments===
*'''thePlayer:''' The player you want to spawn.
*'''thePlayer:''' The player you want to spawn.
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===Optional Arguments===
===Optional Arguments===
*'''rotation:''' rotation of the player on spawn.
*'''rotation:''' rotation of the player on spawn.
*'''skinID:''' player's skin on spawn. MORE HERE: [[Character Skins]]
*'''skinID:''' player's skin on spawn. [[Character Skins]]
*'''interior:''' interior the player will spawn into.
*'''interior:''' interior the player will spawn into. [[Interior IDs]]
*'''dimension:''' The ID of the [[dimension]] that the player should be in.
*'''dimension:''' The ID of the [[dimension]] that the player should be in.
*'''theTeam:''' the team the player will join.
*'''theTeam:''' the team the player will join.
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Returns ''true'' if the player was spawned successfully, ''false'' otherwise.
Returns ''true'' if the player was spawned successfully, ''false'' otherwise.


==Example==  
==Example==
This example spawns all the players in the middle of the game map.
This example spawns all the players in the middle of the game map.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- Get a table of all the players
-- Get a table of all the players
players = getElementsByType ( "player" )
local players = getElementsByType ( "player" )
-- Go through every player
-- Go through every player
for playerKey, playerValue in ipairs(players) do
for _, player in ipairs(players) do
-- Spawn them at the desired coordinates
-- Spawn them at the desired coordinates
spawnPlayer ( playerValue, 0.0, 0.0, 5.0, 90.0, 0 )
spawnPlayer ( player, 0.0, 0.0, 5.0, 90.0, 0 )
fadeCamera ( player, true)
setCameraTarget ( player, player )
end
end
</syntaxhighlight>
</syntaxhighlight>


This example spawns a player when he logs in.
This example spawns a player '''when he logs in.'''
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
spawnTeam = createTeam ("Teamname", 255, 0, 0) -- Create team to spawn.
spawnTeam = createTeam ("Teamname", 255, 0, 0) -- Create team to spawn.
function spawnOnLogin (prevA, curA, autoLogin)
function spawnOnLogin (prevA, curA )
outputChatBox ("Welcome to ...", source, 255, 0, 0, false)
outputChatBox ("Welcome to ...", source, 255, 0, 0, false)
spawnPlayer (source, 0, 0, 5, 0, math.random (0,288), 0, 0, spawnTeam) -- spawns player with random skin
spawnPlayer (source, 0, 0, 5, 0, math.random (0,288), 0, 0, spawnTeam) -- spawns player with random skin
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setCameraTarget (source, source)
setCameraTarget (source, source)
end
end
addEventHandler("onPlayerLogin", getRootElement(), spawnOnLogin)
addEventHandler("onPlayerLogin", root, spawnOnLogin)
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{Player_functions}}
{{Player functions|server}}
[[ru:spawnPlayer]]
[[ru:spawnPlayer]]

Latest revision as of 22:44, 6 September 2024

This function spawns the player at an arbitrary point on the map.

[[{{{image}}}|link=|]] Note: setCameraTarget must be used to focus on the player. Also, all players have their camera initially faded out after connect. To ensure that the camera is faded in, please do a fadeCamera after.

Syntax

bool spawnPlayer ( player thePlayer, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = getPlayerTeam(thePlayer) ] )

OOP Syntax Help! I don't understand this!

Method: player:spawn(...)


Required Arguments

  • thePlayer: The player you want to spawn.
  • x: The x co-ordinate to spawn the player at.
  • y: The y co-ordinate to spawn the player at.
  • z: The z co-ordinate to spawn the player at.

Optional Arguments

  • rotation: rotation of the player on spawn.
  • skinID: player's skin on spawn. Character Skins
  • interior: interior the player will spawn into. Interior IDs
  • dimension: The ID of the dimension that the player should be in.
  • theTeam: the team the player will join.

Returns

Returns true if the player was spawned successfully, false otherwise.

Example

This example spawns all the players in the middle of the game map.

-- Get a table of all the players
local players = getElementsByType ( "player" )
-- Go through every player
for _, player in ipairs(players) do
	-- Spawn them at the desired coordinates
	spawnPlayer ( player, 0.0, 0.0, 5.0, 90.0, 0 )
	fadeCamera ( player, true)
	setCameraTarget ( player, player )
end

This example spawns a player when he logs in.

spawnTeam = createTeam ("Teamname", 255, 0, 0) -- Create team to spawn.
function spawnOnLogin (prevA, curA )
	outputChatBox ("Welcome to ...", source, 255, 0, 0, false)
	spawnPlayer (source, 0, 0, 5, 0, math.random (0,288), 0, 0, spawnTeam) -- spawns player with random skin
	fadeCamera (source, true)
	setCameraTarget (source, source)
end
addEventHandler("onPlayerLogin", root, spawnOnLogin)

See Also