GetControlState: Difference between revisions

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*'''thePlayer:''' The player you wish to get the control state of. Do not use this parameter when scripting for client.
*'''thePlayer:''' The player you wish to get the control state of. Do not use this parameter when scripting for client.
*'''controlName:''' The control that you want to get the state of. See [[control names]] for a list of possible controls.
*'''controlName:''' The control that you want to get the state of. See [[control names]] for a list of possible controls.
'''Note:''' several controls are not synched with the server, therefore the function will always return ''false'' for these controls serverside. The controls are:
'''Note:''' several controls are not synched with the server, therefore the function will always return ''false'' for these controls serverside. These controls are:
*next_weapon
*next_weapon
*previous_weapon
*previous_weapon
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*group_control_forwards
*group_control_forwards
*group_control_back
*group_control_back
*sub_mission
*sub_mission
*radio_next
*radio_next

Revision as of 17:44, 29 November 2010

This function will check if a player is pressing a particular control. Controls are those that affect GTA. If you wish to get the state of another key, use bindKey and a command function.

Note: Not all control states are sent to the server at all times, as such their state may be given incorrectly. As a rule, keys that move or affect the player or their vehicle are most likely to be accurate. For increased accuracy (and also increased bandwidth usage) use bindKey instead to bind a GTA control name to a function.

Syntax

Click to collapse [-]
Server
bool getControlState ( player thePlayer, string controlName )

Required Arguments

  • thePlayer: The player you wish to get the control state of. Do not use this parameter when scripting for client.
  • controlName: The control that you want to get the state of. See control names for a list of possible controls.

Note: several controls are not synched with the server, therefore the function will always return false for these controls serverside. These controls are:

  • next_weapon
  • previous_weapon
  • jump
  • zoom_in
  • zoom_out
  • look_behind
  • change_camera
  • conversation_yes
  • conversation_no
  • group_control_forwards
  • group_control_back
  • sub_mission
  • radio_next
  • radio_previous
  • vehicle_look_left
  • vehicle_look_right
  • vehicle_look_behind
  • vehicle_mouse_look
  • special_control_*
Click to collapse [-]
Client
bool getControlState ( string controlName ) 

Required Arguments

  • controlName: The control that you want to get the state of. See control names for a list of possible controls.

Returns

Returns the state of the control if found, false otherwise.

Example

Click to collapse [-]
Server

This example starts a repeating check when a player spawns, if a player presses the fire key, they'll be killed.

function onPlayerSpawn ( theSpawnpoint )
    killPlayerIfTheyPressThisKey ( source, "fire" ) -- start a repeating check
end
addEventHandler ( "onPlayerSpawn", root, onPlayerSpawn )

function killPlayerIfTheyPressThisKey ( thePlayer, key )
    if ( getControlState ( thePlayer, key ) ) then        -- if they're pressing the fire key
        outputChatBox ( "Violence will not be tolerated!", thePlayer )
        killPlayer ( thePlayer )                          -- kill them
    else                                                  -- otherwise..
        setTimer ( killPlayerIfTheyPressThisKey, 500, 1, thePlayer, key ) -- call this function again in 500ms
    end
end

See Also