SpawnPlayer: Difference between revisions

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__NOTOC__  
{{Server function}}
This function spawns the player at an arbitary point on the map.
__NOTOC__
This function spawns the player at an arbitary point on the map.<br>
{{Note|[[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==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool spawnPlayer ( player thePlayer, float x, float y, float z, [ int rotation = 0, int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil ] )
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) ] )
</syntaxhighlight>
</syntaxhighlight>
 
{{OOP||[[player]]:spawn||}}
===Required Arguments===
===Required Arguments===
*'''x:''' The x co-ordinate to spawn the player at
*'''thePlayer:''' The player you want to spawn.
*'''y:''' The y co-ordinate to spawn the player at
*'''x:''' The x co-ordinate to spawn the player at.
*'''z:''' The z co-ordinate to spawn the player at
*'''y:''' The y co-ordinate to spawn the player at.
*'''rotation:''' rotation of the player on spawn
*'''z:''' The z co-ordinate to spawn the player at.
*'''skinID:''' players skin on spawn


===Optional Arguments===
===Optional Arguments===
*'''interior:''' interior the player will spawn into
*'''rotation:''' rotation of the player on spawn.
*'''dimension:''' The ID of the [[dimension]] that the player should be in
*'''skinID:''' player's skin on spawn. [[Character Skins]]
*'''theTeam:''' the team the player will join
*'''interior:''' interior the player will spawn into. [[Interior IDs]]
*'''dimension:''' The ID of the [[dimension]] that the player should be in.
*'''theTeam:''' the team the player will join.


===Returns===
===Returns===
Returns ''true'' if the player was spawned successfully, ''false'' otherwise.
Returns ''true'' if the player was spawned successfully, ''false'' otherwise.


==Example==  
==Example==
This example spawns all the players in the map at the first spawnpoint there is.
This example spawns all the players in the middle of the game map.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- Get a table of all the players
-- Get a table of all the players
players = getElementsByType ( "player" )
local players = getElementsByType ( "player" )
-- Go through every player
-- Go through every player
for playerKey, playerValue in ipairs(players) do
for _, player in ipairs(players) do
-- Spawn them at the desired coordinates
-- Spawn them at the desired coordinates
spawnPlayer ( playerValue, 0.0, 0.0, 0.0, 90.0, 7 )
spawnPlayer ( player, 0.0, 0.0, 5.0, 90.0, 0 )
fadeCamera ( player, true)
setCameraTarget ( player, player )
end
</syntaxhighlight>
 
This example spawns a player '''when he logs in.'''
<syntaxhighlight lang="lua">
spawnTeam = createTeam ("Teamname", 255, 0, 0) -- Create team to spawn.
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) -- spawns player with random skin
fadeCamera (source, true)
setCameraTarget (source, source)
end
end
addEventHandler("onPlayerLogin", root, spawnOnLogin)
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{Player_functions}}
{{Player_functions}}
[[ru:spawnPlayer]]

Latest revision as of 14:53, 6 January 2022

This function spawns the player at an arbitary point on the map.

[[{{{image}}}|link=|]] Note: 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

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(...)


Required Arguments

  • thePlayer: The player you want to spawn.
  • x: The x co-ordinate to spawn the player at.
  • y: The y co-ordinate to spawn the player at.
  • z: The z co-ordinate to spawn the player at.

Optional Arguments

  • rotation: rotation of the player on spawn.
  • skinID: player's skin on spawn. Character Skins
  • interior: interior the player will spawn into. Interior IDs
  • dimension: The ID of the dimension that the player should be in.
  • theTeam: the team the player will join.

Returns

Returns true if the player was spawned successfully, false otherwise.

Example

This example spawns all the players in the middle of the game map.

-- Get a table of all the players
local players = getElementsByType ( "player" )
-- Go through every player
for _, player in ipairs(players) do
	-- Spawn them at the desired coordinates
	spawnPlayer ( player, 0.0, 0.0, 5.0, 90.0, 0 )
	fadeCamera ( player, true)
	setCameraTarget ( player, player )
end

This example spawns a player when he logs in.

spawnTeam = createTeam ("Teamname", 255, 0, 0) -- Create team to spawn.
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) -- spawns player with random skin
	fadeCamera (source, true)
	setCameraTarget (source, source)
end
addEventHandler("onPlayerLogin", root, spawnOnLogin)

See Also

Shared