CreateColCuboid: Difference between revisions

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(CreateColCube moved to CreateColCuboid: Its a cuboid not a cube!)
 
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#redirect [[CreateColCuboid]]
__NOTOC__
This function creates a collision cuboid. This is a shape that has a position, width, depth and height. See [http://en.wikipedia.org/wiki/Cuboid Wikipedia] for a definition of a cuboid.
 
==Syntax==
<syntaxhighlight lang="lua">
colshape createColCuboid ( float fX, float fY, float fZ, float fWidth, float fDepth, float fHeight )
</syntaxhighlight>
 
===Required Arguments===
*'''fX:''' The collision cuboid's center point's X axis position
*'''fY:''' The collision cuboid's center point's Y axis position
*'''fZ:''' The collision cuboid's center point's Z axis position
*'''fWidth:''' The collision cuboid's width
*'''fDepth:''' The collision cuboid's depth
*'''fHeight:''' The collision cuboid's height
 
===Returns===
Returns a [[colshape]] element if successful, ''false'' if invalid arguments were passed to the function.
 
==Example==
This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function ''set_zone''.
<syntaxhighlight lang="lua">
theZone = false
 
function shapeHit ( thePlayer )
    outputChatBox ( getClientName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
end
 
function setZone ( playerSource, commandName, fX, fY, fZ )
    if ( fZ and fY and fX ) then -- check we've got all 3 args we need
        local tempCol = createColCube ( fX, fY, fZ, 10.0, 10.0, 10.0 ) -- create a col
        if ( tempCol == false ) then -- did the col get created successfully?
            outputConsole ( "Syntax is: set_zone <X> <Y> <Z>" ) -- inform the user what the valid syntax is
        else
            if ( theZone ~= false ) then -- did we already have a zone?
                destroyElement ( theZone ) -- if so, destroy it
            else
                  addEventHandler ( "onColShapeHit", theZone, shapeHit ) -- add a handler for the onColShapeHit event
            end
            theZone = tempCol -- and store the new zone we've made
            outputChatBox ( "Zone has moved!" ) -- and tell everyone
        end
    end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone
</syntaxhighlight>
 
==See Also==
{{Collision shape functions}}

Revision as of 17:27, 15 August 2007

This function creates a collision cuboid. This is a shape that has a position, width, depth and height. See Wikipedia for a definition of a cuboid.

Syntax

colshape createColCuboid ( float fX, float fY, float fZ, float fWidth, float fDepth, float fHeight )

Required Arguments

  • fX: The collision cuboid's center point's X axis position
  • fY: The collision cuboid's center point's Y axis position
  • fZ: The collision cuboid's center point's Z axis position
  • fWidth: The collision cuboid's width
  • fDepth: The collision cuboid's depth
  • fHeight: The collision cuboid's height

Returns

Returns a colshape element if successful, false if invalid arguments were passed to the function.

Example

This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function set_zone.

theZone = false

function shapeHit ( thePlayer ) 
    outputChatBox ( getClientName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
end

function setZone ( playerSource, commandName, fX, fY, fZ )
    if ( fZ and fY and fX ) then -- check we've got all 3 args we need
        local tempCol = createColCube ( fX, fY, fZ, 10.0, 10.0, 10.0 ) -- create a col
        if ( tempCol == false ) then -- did the col get created successfully?
            outputConsole ( "Syntax is: set_zone <X> <Y> <Z>" ) -- inform the user what the valid syntax is
        else
            if ( theZone ~= false ) then -- did we already have a zone?
                destroyElement ( theZone ) -- if so, destroy it
            else
                   addEventHandler ( "onColShapeHit", theZone, shapeHit ) -- add a handler for the onColShapeHit event
            end
            theZone = tempCol -- and store the new zone we've made
            outputChatBox ( "Zone has moved!" ) -- and tell everyone
        end
    end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone

See Also