CreateRadarArea: Difference between revisions

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==Syntax==  
==Syntax==  
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<syntaxhighlight lang="lua">
radararea createRadarArea ( float x, float y, float sizex, float sizey, int r, int g, int b, int a, [ visibleTo=getRootElement () ] )             
radararea createRadarArea ( float x, float y, float sizex, float sizey, [ int r = 255, int g = 0, int b = 0, int a = 255, element visibleTo = getRootElement() ] )             
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Revision as of 18:54, 15 August 2007

This function can be used to create custom radar areas on the radar.

Syntax

radararea createRadarArea ( float x, float y, float sizex, float sizey, [ int r = 255, int g = 0, int b = 0, int a = 255, element visibleTo = getRootElement() ] )             

Required Arguments

  • x: A float representing the origin 'x' position of the radar area
  • y: A float representing the origin 'y' position of the radar area
  • sizex: A float representing the width of the radar area, going in an east direction
  • sizey: A float representing the height of the radar area, going in a south direction
  • r: An integer representing the amount of red in the color. Maximum value is 255
  • g: An integer representing the amount of green in the color. Maximum value is 255
  • b: An integer representing the amount of blue in the color. Maximum value is 255
  • a: An integer representing the amount of alpha in the color. This allows setting the transparency of the radar area. 255 is opaque and 0 is transparent.

Note: The origin position specified by the x and y arguments is the bottom left (or south west) corner of the area.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • visibleto: An element or elements that you wish to restrict the visibility of the radar area to.

Example

Click to collapse [-]
Server

This example creates a radar area for the King of the hill script, and a colsquare. When the player enters the radar area flashes, it stops flashing when a player leaves.

-- create our hill area for our gamemode
local hillArea = createColSquare ( -2171.0678710938, 678.17950439453, 0, 15, 15 )
local hillRadar = createRadarArea ( -2183.5678710938, 705.67950439453, 40, -40, 0, 255, 0, 175 )

-- add hill_Enter as a handler for when a player enters the hill area
function hill_Enter ( thePlayer, matchingDimension )
	--announce to everyone that the player entered the hill
	outputChatBox( getClientName(thePlayer).." entered the zone!", getRootElement(),255, 255, 109, )
	setRadarAreaFlashing ( hillRadar, true )
end
addEventHandler ( "onColShapeHit", hillArea, hill_Enter )

-- add hill_Enter as a handler for when a player leaves the hill area
function hill_Exit ( thePlayer, matchingDimension )
	--check if the player is not dead
	if isPlayerDead ( thePlayer ) ~= true then
		--if he was alive, announce to everyone that the player has left the hill
		outputChatBox ( getClientName(thePlayer).." left the zone!", getRootElement(), 255, 255, 109 )
	setRadarAreaFlashing ( hillRadar, false )
	end
end
addEventHandler ( "onColShapeLeave", hillArea, hill_Exit )

See Also