CreateVehicle: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
(Improved main example, removed useless example, minor fixes)
m (Fixed highlighting)
Line 29: Line 29:


==Example==
==Example==
This example creates a vehicle five units to the right of a player when they type "createvehicle" and its name in the console:
This example creates a vehicle five units to the right of a player when they type ''createvehicle'' and its name in the console:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
local distance = 5 --units
-- define our handler (we'll take a variable number of parameters where the name goes, because there are vehicle names with more than one word)
-- define our handler (we'll take a variable number of parameters where the name goes, because there are vehicle names with more than one word)
function consoleCreateVehicle ( player, commandName, ... )
function consoleCreateVehicle ( sourcePlayer, commandName, ... )
   -- if a player triggered it, not the admin,
   -- if a player triggered it, not the admin,
   if ( player ) then
   if ( sourcePlayer ) then
       -- calculate the position of the vehicle based on the player's position and rotation:
       -- calculate the position of the vehicle based on the player's position and rotation:
      local distance = 5 --units
       local x, y, z = getElementPosition ( sourcePlayer ) -- get the player's position
       local x, y, z = getElementPosition ( player ) -- get the player's position
       local rotZ = getPlayerRotation ( sourcePlayer ) -- get the player's rotation around the Z axis in degrees
       local rotZ = getPlayerRotation ( player ) -- get the player's rotation around the Z axis in degrees
       x = x + ( ( math.cos ( math.rad ( rotZ ) ) ) * distance ) -- calculate the X position of the vehicle
       x = x + ( ( math.cos ( math.rad ( rotZ ) ) ) * distance ) -- calculate the X position of the vehicle
       y = y + ( ( math.sin ( math.rad ( rotZ ) ) ) * distance ) -- calculate the Y position of the vehicle
       y = y + ( ( math.sin ( math.rad ( rotZ ) ) ) * distance ) -- calculate the Y position of the vehicle


       -- get the complete vehicle name by joining all passed parameters using Lua's table.concat
       -- get the complete vehicle name by joining all passed parameters using Lua function table.concat
       local vehicleName = table.concat({...}, " ")
       local vehicleName = table.concat({...}, " ")
       -- get the vehicle's model ID from the name
       -- get the vehicle's model ID from the name
Line 49: Line 50:
       if vehicleID then
       if vehicleID then
             -- create the vehicle using the information gathered above:
             -- create the vehicle using the information gathered above:
             local vehicle = createVehicle ( vehicleID, x, y, z, 0, 0, rotZ )
             local newVehicle = createVehicle ( vehicleID, x, y, z, 0, 0, rotZ )
             -- if vehicle creation failed, give the player a message
             -- if vehicle creation failed, give the player a message
             if ( vehicle == false ) then
             if ( newVehicle == false ) then
               outputConsole ( "Failed to create vehicle.", player )
               outputConsole ( "Failed to create vehicle.", sourcePlayer )
             end
             end
       end
       end
   end
   end
end
end
-- Attach the 'consoleCreateVehicle' function to the "createvehicle" command
-- Attach the 'consoleCreateVehicle' function to the "createvehicle" command
addCommandHandler ( "createvehicle", consoleCreateVehicle )
addCommandHandler ( "createvehicle", consoleCreateVehicle )

Revision as of 16:08, 30 July 2007

This function creates a vehicle at the specified location.

Its worth noting that the position of the vehicle is the center point of the vehicle, not its base. As such, you need to ensure that the z value (vertical axis) is some height above the ground. You can find the exact height using the client side function getElementDistanceFromCentreOfMassToBaseOfModel, or you can estimate it yourself and just spawn the vehicle so it drops to the ground.

Syntax

vehicle createVehicle ( int model, float x, float y, float z, [float rx, float ry, float rz, string numberplate] )

Required Arguments

  • model: The vehicle ID of the vehicle being created.
  • x: A floating point number representing the X coordinate on the map.
  • y: A floating point number representing the Y coordinate on the map.
  • z: A floating point number representing the Z coordinate on the map.

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.

  • rx: A floating point number representing the rotation about the X axis in degrees.
  • ry: A floating point number representing the rotation about the Y axis in degrees.
  • rz: A floating point number representing the rotation about the Z axis in degrees.
  • numberplate: A string that will go on the number plate of the car (max 8 characters). This is only applicable to cars.

Returns

Returns the vehicle element that was created. Returns false if the arguments are incorrect, or if the vehicle limit of 65535 is exceeded.

Using trains

Trains are created using the createVehicle function. They are placed at the nearest point of the GTASA train pathing (railroad tracks) from their spawning point.

Example

This example creates a vehicle five units to the right of a player when they type createvehicle and its name in the console:

local distance = 5 --units

-- define our handler (we'll take a variable number of parameters where the name goes, because there are vehicle names with more than one word)
function consoleCreateVehicle ( sourcePlayer, commandName, ... )
   -- if a player triggered it, not the admin,
   if ( sourcePlayer ) then
      -- calculate the position of the vehicle based on the player's position and rotation:
      local x, y, z = getElementPosition ( sourcePlayer ) -- get the player's position
      local rotZ = getPlayerRotation ( sourcePlayer ) -- get the player's rotation around the Z axis in degrees
      x = x + ( ( math.cos ( math.rad ( rotZ ) ) ) * distance ) -- calculate the X position of the vehicle
      y = y + ( ( math.sin ( math.rad ( rotZ ) ) ) * distance ) -- calculate the Y position of the vehicle

      -- get the complete vehicle name by joining all passed parameters using Lua function table.concat
      local vehicleName = table.concat({...}, " ")
      -- get the vehicle's model ID from the name
      local vehicleID = getVehicleIDFromName ( vehicleName )
      -- if vehicle ID is valid,
      if vehicleID then
            -- create the vehicle using the information gathered above:
            local newVehicle = createVehicle ( vehicleID, x, y, z, 0, 0, rotZ )
            -- if vehicle creation failed, give the player a message
            if ( newVehicle == false ) then
               outputConsole ( "Failed to create vehicle.", sourcePlayer )
            end
      end
   end
end

-- Attach the 'consoleCreateVehicle' function to the "createvehicle" command
addCommandHandler ( "createvehicle", consoleCreateVehicle )

See Also

GTASA IDs (vehicles, weapons, weathers, characters, colors): http://info.vces.net/ (Special thanks to Brophy and Ratt for making these lists)