SpawnPlayer: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{ | {{服务器函数}} | ||
此函数是在地图上生成玩家(即刷新或者是重生玩家).<br> | |||
{{ | {{注意|[[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== | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[player]]:spawn||}} | {{OOP||[[player]]:spawn||}} | ||
=== | ===必须参数=== | ||
*'''thePlayer:''' | *'''thePlayer:''' 你想生成(复活)的玩家. | ||
*'''x:''' | *'''x:''' 生成(复活)时所在的 x 坐标. | ||
*'''y:''' | *'''y:''' 生成(复活)时所在的 y 坐标. | ||
*'''z:''' | *'''z:''' 生成(复活)时所在的 z 坐标. | ||
=== | ===可选参数=== | ||
*'''rotation:''' rotation of the player on spawn. | *'''rotation:''' rotation of the player on spawn. | ||
*'''skinID:''' | *'''skinID:''' 生成(重生)玩家的皮肤ID. [[Character Skins]] | ||
*'''interior:''' interior the player will spawn into. [[Interior IDs]] | *'''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:''' | *'''theTeam:''' 玩家将加入的团队. | ||
=== | ===返回=== | ||
如果玩家生成(重生)成功,则返回'true',否则返回false. | |||
== | ==例子== | ||
这个例子生成(重生)服务器内所有的玩家. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- | -- 获取所有玩家列表 | ||
players = getElementsByType ( "player" ) | players = getElementsByType ( "player" ) | ||
-- | -- 通过遍历数组来获获取每一个玩家 | ||
for playerKey, playerValue in ipairs(players) do | for playerKey, playerValue in ipairs(players) do | ||
-- Spawn them at the desired coordinates | -- Spawn them at the desired coordinates | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
此例演示在玩家登陆时生成(重生)一个玩家. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
spawnTeam = createTeam ("Teamname", 255, 0, 0) -- | spawnTeam = createTeam ("Teamname", 255, 0, 0) -- 创建一个名为"Teamname"的团队. | ||
function spawnOnLogin (prevA, curA ) | 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) -- | spawnPlayer (source, 0, 0, 5, 0, math.random (0,288), 0, 0, spawnTeam) -- 生成(重生)玩家并使玩家皮肤ID数从0到288随机一个数 | ||
fadeCamera (source, true) | fadeCamera (source, true) | ||
setCameraTarget (source, source) | setCameraTarget (source, source) |
Revision as of 14:15, 10 February 2017
Template:服务器函数
此函数是在地图上生成玩家(即刷新或者是重生玩家).
Template:注意
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(...)
必须参数
- thePlayer: 你想生成(复活)的玩家.
- x: 生成(复活)时所在的 x 坐标.
- y: 生成(复活)时所在的 y 坐标.
- z: 生成(复活)时所在的 z 坐标.
可选参数
- rotation: rotation of the player on spawn.
- skinID: 生成(重生)玩家的皮肤ID. Character Skins
- interior: interior the player will spawn into. Interior IDs
- dimension: The ID of the dimension that the player should be in.
- theTeam: 玩家将加入的团队.
返回
如果玩家生成(重生)成功,则返回'true',否则返回false.
例子
这个例子生成(重生)服务器内所有的玩家.
-- 获取所有玩家列表 players = getElementsByType ( "player" ) -- 通过遍历数组来获获取每一个玩家 for playerKey, playerValue in ipairs(players) do -- Spawn them at the desired coordinates spawnPlayer ( playerValue, 0.0, 0.0, 5.0, 90.0, 0 ) end
此例演示在玩家登陆时生成(重生)一个玩家.
spawnTeam = createTeam ("Teamname", 255, 0, 0) -- 创建一个名为"Teamname"的团队. 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) -- 生成(重生)玩家并使玩家皮肤ID数从0到288随机一个数 fadeCamera (source, true) setCameraTarget (source, source) end addEventHandler("onPlayerLogin", getRootElement(), spawnOnLogin)
See Also
- getPlayerTeam
- getPlayerBlurLevel
- setPlayerBlurLevel
- getPlayerSerial
- forcePlayerMap
- getPlayerScriptDebugLevel
- getPlayerFromName
- getPlayerMoney
- getPlayerName
- getPlayerNametagColor
- getPlayerNametagText
- getPlayerPing
- getPlayerWantedLevel
- givePlayerMoney
- isPlayerMapForced
- isPlayerNametagShowing
- setPlayerHudComponentVisible
- setPlayerMoney
- setPlayerNametagColor
- setPlayerNametagShowing
- setPlayerNametagText
- takePlayerMoney
- countPlayersInTeam
- getPlayersInTeam
- isVoiceEnabled
- setControlState
- getControlState