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samp-incognito edited this page Feb 3, 2018 · 21 revisions

HomeNativesAreas

  • CreateDynamicCircle(Float:x, Float:y, Float:size, worldid = -1, interiorid = -1, playerid = -1)
  • CreateDynamicCylinder(Float:x, Float:y, Float:minz, Float:maxz, Float:size, worldid = -1, interiorid = -1, playerid = -1)
  • CreateDynamicSphere(Float:x, Float:y, Float:z, Float:size, worldid = -1, interiorid = -1, playerid = -1)
  • CreateDynamicRectangle(Float:minx, Float:miny, Float:maxx, Float:maxy, worldid = -1, interiorid = -1, playerid = -1)
  • CreateDynamicCuboid(Float:minx, Float:miny, Float:minz, Float:maxx, Float:maxy, Float:maxz, worldid = -1, interiorid = -1, playerid = -1)
  • CreateDynamicPolygon(Float:points[], Float:minz = -FLOAT_INFINITY, Float:maxz = FLOAT_INFINITY, maxpoints = sizeof points, worldid = -1, interiorid = -1, playerid = -1)
    • The points need to be specified as a sequence of ordered pairs (x1, y1, x2, y2, ..., xn, yn). The number of elements in the array must be divisible by two for this reason.
  • DestroyDynamicArea(areaid)
  • IsValidDynamicArea(areaid)
  • GetDynamicAreaType(areaid)
  • GetDynamicPolygonPoints(areaid, Float:points[], maxpoints = sizeof points)
  • GetDynamicPolygonNumberPoints(areaid)
  • IsPlayerInDynamicArea(playerid, areaid, recheck = 0)
  • IsPlayerInAnyDynamicArea(playerid, recheck = 0)
  • IsAnyPlayerInDynamicArea(areaid, recheck = 0)
  • IsAnyPlayerInAnyDynamicArea(recheck = 0)
  • GetPlayerDynamicAreas(playerid, areas[], maxareas = sizeof areas)
  • GetPlayerNumberDynamicAreas(playerid)
  • IsPointInDynamicArea(areaid, Float:x, Float:y, Float:z)
  • IsPointInAnyDynamicArea(Float:x, Float:y, Float:z)
  • IsLineInDynamicArea(areaid, Float:x1, Float:y1, Float:z1, Float:x2, Float:y2, Float:z2)
  • IsLineInAnyDynamicArea(Float:x1, Float:y1, Float:z1, Float:x2, Float:y2, Float:z2)
  • GetDynamicAreasForPoint(Float:x, Float:y, Float:z, areas[], maxareas = sizeof areas)
  • GetNumberDynamicAreasForPoint(Float:x, Float:y, Float:z)
  • GetDynamicAreasForLine(Float:x1, Float:y1, Float:z1, Float:x2, Float:y2, Float:z2, areas[], maxareas = sizeof areas)
  • GetNumberDynamicAreasForLine(Float:x1, Float:y1, Float:z1, Float:x2, Float:y2, Float:z2)
  • AttachDynamicAreaToObject(areaid, objectid, type = STREAMER_OBJECT_TYPE_DYNAMIC, playerid = INVALID_PLAYER_ID, Float:offsetx = 0.0, Float:offsety = 0.0, Float:offsetz = 0.0)
  • AttachDynamicAreaToPlayer(areaid, playerid, Float:offsetx = 0.0, Float:offsety = 0.0, Float:offsetz = 0.0)
  • AttachDynamicAreaToVehicle(areaid, vehicleid, Float:offsetx = 0.0, Float:offsety = 0.0, Float:offsetz = 0.0)
  • ToggleDynAreaSpectateMode(areaid, toggle)
    • This toggles whether an area will still be triggered when players are in spectate mode. By default, it is turned on for each area.
  • IsToggleDynAreaSpectateMode(areaid)
    • This returns whether ToggleDynAreaSpectateMode is turned on for an area.

Notes

  • The recheck parameter allows an area check to occur without issuing a full update for the player.
  • GetDynamicPolygonPoints, GetPlayerDynamicAreas, and GetDynamicAreasForPoint all return the size of the array.
  • The coordinates specified for rectangles, cuboids, and polygons (as well as minimum/maximum Z coordinates for cylinders and polygons) will function as offsets when attached.