SpawnPlayer: Difference between revisions

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*'''y:''' The y 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
*'''z:''' The z co-ordinate to spawn the player at
===Optional Arguments===
*'''rotation:''' rotation of the player on spawn
*'''rotation:''' rotation of the player on spawn
*'''skinID:''' players skin on spawn
*'''skinID:''' players skin on spawn
===Optional Arguments===
*'''interior:''' interior the player will spawn into
*'''interior:''' interior the player will spawn into
*'''dimension:''' The ID of the [[dimension]] that the player should be in
*'''dimension:''' The ID of the [[dimension]] that the player should be in

Revision as of 16:51, 17 August 2007

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

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 = nil ] )

Required Arguments

  • 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: players skin on spawn
  • interior: interior the player will spawn into
  • 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 map at the first spawnpoint there is.

-- Get a table of all the players
players = getElementsByType ( "player" )
-- Go through every player
for playerKey, playerValue in ipairs(players) do
	-- Spawn them at the desired coordinates
	spawnPlayer ( playerValue, 0.0, 0.0, 0.0, 90.0, 7 )
end

See Also