CreateColCuboid: Difference between revisions

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{{OOP| |ColShape.Cuboid||}}
{{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.
*'''fY:''' The Y position of the collision cuboid's southern side
*'''fY:''' The Y position of the collision cuboid's southern side.
*'''fZ:''' The Z position of the collision cuboid's lowest side
*'''fZ:''' The Z position of the collision cuboid's lowest side.
*'''fWidth:''' The collision cuboid's width
*'''fWidth:''' The collision cuboid's width.
*'''fDepth:''' The collision cuboid's depth
*'''fDepth:''' The collision cuboid's depth.
*'''fHeight:''' The collision cuboid's height
*'''fHeight:''' The collision cuboid's height.


===Returns===
===Returns===
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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''.
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''.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
theZone = false
local theZone


function shapeHit ( thePlayer )  
function shapeHit(thePlayer)
     outputChatBox ( getPlayerName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
     outputChatBox(getPlayerName(thePlayer).. " is in the zone!")
end
end


function setZone ( playerSource, commandName, fX, fY, fZ )
function setZone(playerSource, commandName, fX, fY, fZ, fWidth, fDepth, fHeight)
     if ( fZ and fY and fX ) then                                        -- check we've got all 3 args we need
     local fX, fY, fWidth, fDepth, fHeight = tonumber(fX), tonumber(fY), tonumber(fWidth), tonumber(fDepth), tonumber(fHeight)
        local tempCol = createColCuboid ( fX, fY, fZ, 10.0, 10.0, 10.0 )   -- create a col
    if (not fX) or (not fY) or (not fWidth) or (not fHeight) then
        if ( tempCol == false ) then                                     -- did the col get created successfully?
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Width] [Depth] [Height]", playerSource)
            outputConsole ( "Syntax is: set_zone <X> <Y> <Z>" )         -- inform the user what the valid syntax is
    else
        else
        if (theZone ~= nil) then
            if ( theZone ~= false ) then                                 -- did we already have a zone?
            destroyElement(theZone)
                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
        local tempCol = createColCuboid(fX, fY, fWidth, fDepth, fHeight)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
     end
     end
end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone
addCommandHandler("set_zone", setZone, false, false)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>

Revision as of 09:21, 6 November 2023

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 )
A cuboid created using this function

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.

local theZone

function shapeHit(thePlayer)
    outputChatBox(getPlayerName(thePlayer).. " is in the zone!")
end

function setZone(playerSource, commandName, fX, fY, fZ, fWidth, fDepth, fHeight)
    local fX, fY, fWidth, fDepth, fHeight = tonumber(fX), tonumber(fY), tonumber(fWidth), tonumber(fDepth), tonumber(fHeight)
    if (not fX) or (not fY) or (not fWidth) or (not fHeight) then
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Width] [Depth] [Height]", playerSource)
    else
        if (theZone ~= nil) then
            destroyElement(theZone)
        end
        local tempCol = createColCuboid(fX, fY, fWidth, fDepth, fHeight)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
    end
end
addCommandHandler("set_zone", setZone, false, false)

See Also