SetRadarAreaFlashing: Difference between revisions

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bool setRadarAreaFlashing ( radararea theRadarArea, bool flash )
bool setRadarAreaFlashing ( radararea theRadarArea, bool flash )
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{{OOP||[[radararea]]:setFlashing|flashing|isRadarAreaFlashing}}


===Required Arguments===  
===Required Arguments===  
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function hill_Enter ( thePlayer, matchingDimension )
function hill_Enter ( thePlayer, matchingDimension )
     -- announce to everyone that the player entered the hill
     -- announce to everyone that the player entered the hill
     outputChatBox( getPlayerName(thePlayer) .. " entered the zone!", getRootElement(), 255, 255, 109 )
     outputChatBox( getPlayerName(thePlayer) .. " entered the zone!", root, 255, 255, 109 )
     setRadarAreaFlashing ( hillRadar, true )
     setRadarAreaFlashing ( hillRadar, true )
end
end
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     if isPlayerDead ( thePlayer ) ~= true then
     if isPlayerDead ( thePlayer ) ~= true then
         -- if he was alive, announce to everyone that the player has left the hill
         -- if he was alive, announce to everyone that the player has left the hill
         outputChatBox ( getPlayerName(thePlayer) .. " left the zone!", getRootElement(), 255, 255, 109 )
         outputChatBox ( getPlayerName(thePlayer) .. " left the zone!", root, 255, 255, 109 )
         setRadarAreaFlashing ( hillRadar, false )
         setRadarAreaFlashing ( hillRadar, false )
     end
     end

Latest revision as of 08:58, 4 November 2020

This function makes an existing radar area flash in transparency.

Syntax

bool setRadarAreaFlashing ( radararea theRadarArea, bool flash )

OOP Syntax Help! I don't understand this!

Method: radararea:setFlashing(...)
Variable: .flashing
Counterpart: isRadarAreaFlashing


Required Arguments

  • theRadarArea: the radararea element we want to change flashing state of.
  • flash: a bool indicating whether the radar area should flash (true to flash, false to not flash).

Returns

Returns true if the new flash state was successfully set, false if the radar area doesn't exist or invalid arguments were passed.

Example

Example 1: This example checks to see whether an existing radar area (someArea) is flashing, and forces it to flash if it isn't:

local isFlashing = isRadarAreaFlashing ( someArea )
if isFlashing then                                           -- if the area is already flashing...
    outputChatBox ( "The radar area is already flashing." )
else                                                         -- if it isn't...
    setRadarAreaFlashing ( someArea, true )                  -- make the area flash
end

Example 2: 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( getPlayerName(thePlayer) .. " entered the zone!", root, 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 ( getPlayerName(thePlayer) .. " left the zone!", root, 255, 255, 109 )
        setRadarAreaFlashing ( hillRadar, false )
    end
end
addEventHandler ( "onColShapeLeave", hillArea, hill_Exit )

See Also