CreateColCuboid: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
(→‎Syntax: OOP syntax added)
Line 8: Line 8:
colshape createColCuboid ( float fX, float fY, float fZ, float fWidth, float fDepth, float fHeight )
colshape createColCuboid ( float fX, float fY, float fZ, float fWidth, float fDepth, float fHeight )
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP| |ColShape.Cuboid||}}
===Required Arguments===  
===Required Arguments===  
*'''fX:''' The X position of the collision cuboid's western side
*'''fX:''' The X position of the collision cuboid's western side

Revision as of 05:37, 21 July 2014

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. The XYZ of the col starts at the southwest bottom corner of the shape.

[[{{{image}}}|link=|]] Tip: To visualize a colshape when writing scripts, use the client console command showcol
[[{{{image}}}|link=|]] Note: Attaching a cuboid colshape to another element may give unexpected results as the origin is not at the cuboid centre. Try using a collision sphere for attaching instead

Syntax

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

OOP Syntax Help! I don't understand this!

Method: ColShape.Cuboid(...)


Required Arguments

  • fX: The X position of the collision cuboid's western side
  • fY: The Y position of the collision cuboid's southern side
  • fZ: The Z position of the collision cuboid's lowest side
  • 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

Click to collapse [-]
Server

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 ( getPlayerName ( 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 = createColCuboid ( 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                                            -- 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