SpawnPlayer: Difference between revisions

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{{Server function}}
{{Server function}}
__NOTOC__
__NOTOC__
此函数是在地图上生成玩家(即刷新或者是重生玩家).
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.}}
{{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.}}


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</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[player]]:spawn||}}
{{OOP||[[player]]:spawn||}}
===必须参数===
===Required Arguments===
*'''thePlayer:''' 你想生成(复活)的玩家.
*'''thePlayer:''' The player you want to spawn.
*'''x:''' 生成(复活)时所在的 x 坐标.
*'''x:''' The x co-ordinate to spawn the player at.
*'''y:''' 生成(复活)时所在的 y 坐标.
*'''y:''' The y co-ordinate to spawn the player at.
*'''z:''' 生成(复活)时所在的 z 坐标.
*'''z:''' The z co-ordinate to spawn the player at.


===可选参数===
===Optional Arguments===
*'''rotation:''' rotation of the player on spawn.
*'''rotation:''' rotation of the player on spawn.
*'''skinID:''' 生成(重生)玩家的皮肤ID. [[Character Skins]]
*'''skinID:''' player's skin on spawn. [[Character Skins]]
*'''interior:''' interior the player will spawn into. [[Interior IDs]]
*'''interior:''' interior the player will spawn into. [[Interior IDs]]
*'''dimension:''' The ID of the [[dimension]] that the player should be in.
*'''dimension:''' The ID of the [[dimension]] that the player should be in.
*'''theTeam:''' 玩家将加入的团队.
*'''theTeam:''' the team the player will join.


===返回===
===Returns===
如果玩家生成(重生)成功,则返回'true',否则返回false.
Returns ''true'' if the player was spawned successfully, ''false'' otherwise.


==例子==  
==Example==
这个例子生成(重生)服务器内所有的玩家.
This example spawns all the players in the middle of the game map.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- 获取所有玩家列表
-- Get a table of all the players
players = getElementsByType ( "player" )
players = getElementsByType ( "player" )
-- 通过遍历数组来获获取每一个玩家
-- Go through every player
for playerKey, playerValue in ipairs(players) do
for playerKey, playerValue in ipairs(players) do
-- Spawn them at the desired coordinates
-- Spawn them at the desired coordinates
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</syntaxhighlight>
</syntaxhighlight>


此例演示在玩家登陆时生成(重生)一个玩家.
This example spawns a player when he logs in.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
spawnTeam = createTeam ("Teamname", 255, 0, 0) -- 创建一个名为"Teamname"的团队.
spawnTeam = createTeam ("Teamname", 255, 0, 0) -- Create team to spawn.
function spawnOnLogin (prevA, curA )
function spawnOnLogin (prevA, curA )
outputChatBox ("Welcome to ...", source, 255, 0, 0, false)
outputChatBox ("Welcome to ...", source, 255, 0, 0, false)
spawnPlayer (source, 0, 0, 5, 0, math.random (0,288), 0, 0, spawnTeam) -- 生成(重生)玩家并使玩家皮肤ID数从0到288随机一个数
spawnPlayer (source, 0, 0, 5, 0, math.random (0,288), 0, 0, spawnTeam) -- spawns player with random skin
fadeCamera (source, true)
fadeCamera (source, true)
setCameraTarget (source, source)
setCameraTarget (source, source)

Revision as of 14:34, 10 February 2017

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
players = getElementsByType ( "player" )
-- Go through every player
for playerKey, playerValue in ipairs(players) do
	-- Spawn them at the desired coordinates
	spawnPlayer ( playerValue, 0.0, 0.0, 5.0, 90.0, 0 )
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", getRootElement(), spawnOnLogin)

See Also