Scripting/Squirrel/Functions/Player.SecWorld: Difference between revisions

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== Description ==
== Description ==
<pre>
Many scripters don't know, but this function mixes player.World with the second world you set.
Many scripters don't know, but this function mixes player.World with the second world you set.
Let's say you create an object/pickup in world 55 while player's world is 0.
Let's say you create an object/pickup in world 55 while player's world is 0.
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*'''Note:''' If a player makes contact with an object from it's second world, player will dissappear from others' screen.
*'''Note:''' If a player makes contact with an object from it's second world, player will dissappear from others' screen.
 
</pre>


== Example ==
== Example ==

Revision as of 13:30, 12 December 2018

Syntax

  • Set/Get player's Second World
player.SecWorld;

Description

Many scripters don't know, but this function mixes player.World with the second world you set.
Let's say you create an object/pickup in world 55 while player's world is 0.
If you set player's second world to 55, he will also see that object/pickup, while nobody else will.

*'''Note:''' If a player makes contact with an object from it's second world, player will dissappear from others' screen.

Example

function onPlayerJoin( player )
{
     player.SecWorld = 5000 + player.ID;
}

function onPlayerCommand( player, cmd, text )
{
   if ( cmd == "ramp" )
   {
     CreateObject( 371, player.SecWorld, player.Pos, 255 );
     MessagePlayer( "You got your own ramp that none else can see!", player );
   }
}

Related Functions

Player Game Functions

These functions exist for compatibility with the R2 Squirrel server.