https://wiki.multitheftauto.com/api.php?action=feedcontributions&user=Jax&feedformat=atomMulti Theft Auto: Wiki - User contributions [en]2024-03-28T20:27:39ZUser contributionsMediaWiki 1.39.3https://wiki.multitheftauto.com/index.php?title=Ped_voices&diff=20868Ped voices2009-07-26T10:28:27Z<p>Jax: </p>
<hr />
<div>These are the voices that can be used in [[setPedVoice]].<br />
<br />
==PED_TYPE_DISABLED==<br />
* n/a<br />
<br />
==PED_TYPE_GEN==<br />
* VOICE_GEN_BBDYG1<br />
* VOICE_GEN_BBDYG2<br />
* VOICE_GEN_BFORI<br />
* VOICE_GEN_BFOST<br />
* VOICE_GEN_BFYBE<br />
* VOICE_GEN_BFYBU<br />
* VOICE_GEN_BFYCRP<br />
* VOICE_GEN_BFYPRO<br />
* VOICE_GEN_BFYRI<br />
* VOICE_GEN_BFYST<br />
* VOICE_GEN_BIKDRUG<br />
* VOICE_GEN_BIKERA<br />
* VOICE_GEN_BIKERB<br />
* VOICE_GEN_BMOCD<br />
* VOICE_GEN_BMORI<br />
* VOICE_GEN_BMOSEC<br />
* VOICE_GEN_BMOST<br />
* VOICE_GEN_BMOTR1<br />
* VOICE_GEN_BMYAP<br />
* VOICE_GEN_BMYBE<br />
* VOICE_GEN_BMYBOUN<br />
* VOICE_GEN_BMYBOX<br />
* VOICE_GEN_BMYBU<br />
* VOICE_GEN_BMYCG<br />
* VOICE_GEN_BMYCON<br />
* VOICE_GEN_BMYCR<br />
* VOICE_GEN_BMYDJ<br />
* VOICE_GEN_BMYDRUG<br />
* VOICE_GEN_BMYMOUN<br />
* VOICE_GEN_BMYPOL1<br />
* VOICE_GEN_BMYPOL2<br />
* VOICE_GEN_BMYRI<br />
* VOICE_GEN_BMYST<br />
* VOICE_GEN_BYMPI<br />
* VOICE_GEN_CWFOFR<br />
* VOICE_GEN_CWFOHB<br />
* VOICE_GEN_CWFYFR1<br />
* VOICE_GEN_CWFYFR2<br />
* VOICE_GEN_CWFYHB1<br />
* VOICE_GEN_CWMOFR1<br />
* VOICE_GEN_CWMOHB1<br />
* VOICE_GEN_CWMOHB2<br />
* VOICE_GEN_CWMYFR<br />
* VOICE_GEN_CWMYHB1<br />
* VOICE_GEN_CWMYHB2<br />
* VOICE_GEN_DNFOLC1<br />
* VOICE_GEN_DNFOLC2<br />
* VOICE_GEN_DNFYLC<br />
* VOICE_GEN_DNMOLC1<br />
* VOICE_GEN_DNMOLC2<br />
* VOICE_GEN_DNMYLC<br />
* VOICE_GEN_DWFOLC<br />
* VOICE_GEN_DWFYLC1<br />
* VOICE_GEN_DWFYLC2<br />
* VOICE_GEN_DWMOLC1<br />
* VOICE_GEN_DWMOLC2<br />
* VOICE_GEN_DWMYLC1<br />
* VOICE_GEN_DWMYLC2<br />
* VOICE_GEN_HFORI<br />
* VOICE_GEN_HFOST<br />
* VOICE_GEN_HFYBE<br />
* VOICE_GEN_HFYPRO<br />
* VOICE_GEN_HFYRI<br />
* VOICE_GEN_HFYST<br />
* VOICE_GEN_HMORI<br />
* VOICE_GEN_HMOST<br />
* VOICE_GEN_HMYBE<br />
* VOICE_GEN_HMYCM<br />
* VOICE_GEN_HMYCR<br />
* VOICE_GEN_HMYDRUG<br />
* VOICE_GEN_HMYRI<br />
* VOICE_GEN_HMYST<br />
* VOICE_GEN_IMYST<br />
* VOICE_GEN_IRFYST<br />
* VOICE_GEN_IRMYST<br />
* VOICE_GEN_MAFFA<br />
* VOICE_GEN_MAFFB<br />
* VOICE_GEN_MALE01<br />
* VOICE_GEN_NOVOICE<br />
* VOICE_GEN_OFORI<br />
* VOICE_GEN_OFOST<br />
* VOICE_GEN_OFYRI<br />
* VOICE_GEN_OFYST<br />
* VOICE_GEN_OMOBOAT<br />
* VOICE_GEN_OMOKUNG<br />
* VOICE_GEN_OMORI<br />
* VOICE_GEN_OMOST<br />
* VOICE_GEN_OMYRI<br />
* VOICE_GEN_OMYST<br />
* VOICE_GEN_SBFORI<br />
* VOICE_GEN_SBFOST<br />
* VOICE_GEN_SBFYPRO<br />
* VOICE_GEN_SBFYRI<br />
* VOICE_GEN_SBFYST<br />
* VOICE_GEN_SBFYSTR<br />
* VOICE_GEN_SBMOCD<br />
* VOICE_GEN_SBMORI<br />
* VOICE_GEN_SBMOST<br />
* VOICE_GEN_SBMOTR1<br />
* VOICE_GEN_SBMOTR2<br />
* VOICE_GEN_SBMYCR<br />
* VOICE_GEN_SBMYRI<br />
* VOICE_GEN_SBMYST<br />
* VOICE_GEN_SBMYTR3<br />
* VOICE_GEN_SFYPRO<br />
* VOICE_GEN_SHFYPRO<br />
* VOICE_GEN_SHMYCR<br />
* VOICE_GEN_SMYST<br />
* VOICE_GEN_SMYST2<br />
* VOICE_GEN_SOFORI<br />
* VOICE_GEN_SOFOST<br />
* VOICE_GEN_SOFYBU<br />
* VOICE_GEN_SOFYRI<br />
* VOICE_GEN_SOFYST<br />
* VOICE_GEN_SOMOBU<br />
* VOICE_GEN_SOMORI<br />
* VOICE_GEN_SOMOST<br />
* VOICE_GEN_SOMYAP<br />
* VOICE_GEN_SOMYBU<br />
* VOICE_GEN_SOMYRI<br />
* VOICE_GEN_SOMYST<br />
* VOICE_GEN_SWFOPRO<br />
* VOICE_GEN_SWFORI<br />
* VOICE_GEN_SWFOST<br />
* VOICE_GEN_SWFYRI<br />
* VOICE_GEN_SWFYST<br />
* VOICE_GEN_SWFYSTR<br />
* VOICE_GEN_SWMOCD<br />
* VOICE_GEN_SWMORI<br />
* VOICE_GEN_SWMOST<br />
* VOICE_GEN_SWMOTR1<br />
* VOICE_GEN_SWMOTR2<br />
* VOICE_GEN_SWMOTR3<br />
* VOICE_GEN_SWMOTR4<br />
* VOICE_GEN_SWMOTR5<br />
* VOICE_GEN_SWMYCR<br />
* VOICE_GEN_SWMYHP1<br />
* VOICE_GEN_SWMYHP2<br />
* VOICE_GEN_SWMYRI<br />
* VOICE_GEN_SWMYST<br />
* VOICE_GEN_VBFYPRO<br />
* VOICE_GEN_VBFYST2<br />
* VOICE_GEN_VBMOCD<br />
* VOICE_GEN_VBMYCR<br />
* VOICE_GEN_VBMYELV<br />
* VOICE_GEN_VHFYPRO<br />
* VOICE_GEN_VHFYST3<br />
* VOICE_GEN_VHMYCR<br />
* VOICE_GEN_VHMYELV<br />
* VOICE_GEN_VIMYELV<br />
* VOICE_GEN_VWFYPRO<br />
* VOICE_GEN_VWFYST1<br />
* VOICE_GEN_VWFYWAI<br />
* VOICE_GEN_VWMOTR1<br />
* VOICE_GEN_VWMOTR2<br />
* VOICE_GEN_VWMYAP<br />
* VOICE_GEN_VWMYBJD<br />
* VOICE_GEN_VWMYCD<br />
* VOICE_GEN_VWMYCR<br />
* VOICE_GEN_WFOPJ<br />
* VOICE_GEN_WFORI<br />
* VOICE_GEN_WFOST<br />
* VOICE_GEN_WFYBE<br />
* VOICE_GEN_WFYBU<br />
* VOICE_GEN_WFYCRK<br />
* VOICE_GEN_WFYCRP<br />
* VOICE_GEN_WFYJG<br />
* VOICE_GEN_WFYLG<br />
* VOICE_GEN_WFYPRO<br />
* VOICE_GEN_WFYRI<br />
* VOICE_GEN_WFYRO<br />
* VOICE_GEN_WFYST<br />
* VOICE_GEN_WFYSTEW<br />
* VOICE_GEN_WMOMIB<br />
* VOICE_GEN_WMOPJ<br />
* VOICE_GEN_WMOPREA<br />
* VOICE_GEN_WMORI<br />
* VOICE_GEN_WMOSCI<br />
* VOICE_GEN_WMOST<br />
* VOICE_GEN_WMOTR1<br />
* VOICE_GEN_WMYBE<br />
* VOICE_GEN_WMYBMX<br />
* VOICE_GEN_WMYBOUN<br />
* VOICE_GEN_WMYBOX<br />
* VOICE_GEN_WMYBP<br />
* VOICE_GEN_WMYBU<br />
* VOICE_GEN_WMYCD1<br />
* VOICE_GEN_WMYCD2<br />
* VOICE_GEN_WMYCH<br />
* VOICE_GEN_WMYCON<br />
* VOICE_GEN_WMYCONB<br />
* VOICE_GEN_WMYCR<br />
* VOICE_GEN_WMYDRUG<br />
* VOICE_GEN_WMYGAR<br />
* VOICE_GEN_WMYGOL1<br />
* VOICE_GEN_WMYGOL2<br />
* VOICE_GEN_WMYJG<br />
* VOICE_GEN_WMYLG<br />
* VOICE_GEN_WMYMECH<br />
* VOICE_GEN_WMYMOUN<br />
* VOICE_GEN_WMYPLT<br />
* VOICE_GEN_WMYRI<br />
* VOICE_GEN_WMYRO<br />
* VOICE_GEN_WMYSGRD<br />
* VOICE_GEN_WMYSKAT<br />
* VOICE_GEN_WMYST<br />
* VOICE_GEN_WMYTX1<br />
* VOICE_GEN_WMYTX2<br />
* VOICE_GEN_WMYVA<br />
<br />
==PED_TYPE_EMG==<br />
* VOICE_EMG_ARMY1<br />
* VOICE_EMG_ARMY2<br />
* VOICE_EMG_ARMY3<br />
* VOICE_EMG_EMT1<br />
* VOICE_EMG_EMT2<br />
* VOICE_EMG_EMT3<br />
* VOICE_EMG_EMT4<br />
* VOICE_EMG_EMT5<br />
* VOICE_EMG_FBI2<br />
* VOICE_EMG_FBI3<br />
* VOICE_EMG_FBI4<br />
* VOICE_EMG_FBI5<br />
* VOICE_EMG_FBI6<br />
* VOICE_EMG_LAPD1<br />
* VOICE_EMG_LAPD2<br />
* VOICE_EMG_LAPD3<br />
* VOICE_EMG_LAPD4<br />
* VOICE_EMG_LAPD5<br />
* VOICE_EMG_LAPD6<br />
* VOICE_EMG_LAPD7<br />
* VOICE_EMG_LAPD8<br />
* VOICE_EMG_LVPD1<br />
* VOICE_EMG_LVPD2<br />
* VOICE_EMG_LVPD3<br />
* VOICE_EMG_LVPD4<br />
* VOICE_EMG_LVPD5<br />
* VOICE_EMG_MCOP1<br />
* VOICE_EMG_MCOP2<br />
* VOICE_EMG_MCOP3<br />
* VOICE_EMG_MCOP4<br />
* VOICE_EMG_MCOP5<br />
* VOICE_EMG_MCOP6<br />
* VOICE_EMG_PULASKI<br />
* VOICE_EMG_RCOP1<br />
* VOICE_EMG_RCOP2<br />
* VOICE_EMG_RCOP3<br />
* VOICE_EMG_RCOP4<br />
* VOICE_EMG_SFPD1<br />
* VOICE_EMG_SFPD2<br />
* VOICE_EMG_SFPD3<br />
* VOICE_EMG_SFPD4<br />
* VOICE_EMG_SFPD5<br />
* VOICE_EMG_SWAT1<br />
* VOICE_EMG_SWAT2<br />
* VOICE_EMG_SWAT4<br />
* VOICE_EMG_SWAT6<br />
<br />
==PED_TYPE_PLAYER==<br />
* VOICE_PLY_AG<br />
* VOICE_PLY_AG2<br />
* VOICE_PLY_AR<br />
* VOICE_PLY_AR2<br />
* VOICE_PLY_CD<br />
* VOICE_PLY_CD2<br />
* VOICE_PLY_CF<br />
* VOICE_PLY_CF2<br />
* VOICE_PLY_CG<br />
* VOICE_PLY_CG2<br />
* VOICE_PLY_CR<br />
* VOICE_PLY_CR2<br />
* VOICE_PLY_PG<br />
* VOICE_PLY_PG2<br />
* VOICE_PLY_PR<br />
* VOICE_PLY_PR2<br />
* VOICE_PLY_WG<br />
* VOICE_PLY_WG2<br />
* VOICE_PLY_WR<br />
* VOICE_PLY_WR2<br />
<br />
==PED_TYPE_GANG==<br />
* VOICE_GNG_BALLAS1<br />
* VOICE_GNG_BALLAS2<br />
* VOICE_GNG_BALLAS3<br />
* VOICE_GNG_BALLAS4<br />
* VOICE_GNG_BALLAS5<br />
* VOICE_GNG_BIG_BEAR<br />
* VOICE_GNG_CESAR<br />
* VOICE_GNG_DNB1<br />
* VOICE_GNG_DNB2<br />
* VOICE_GNG_DNB3<br />
* VOICE_GNG_DNB5<br />
* VOICE_GNG_DWAINE<br />
* VOICE_GNG_FAM1<br />
* VOICE_GNG_FAM2<br />
* VOICE_GNG_FAM3<br />
* VOICE_GNG_FAM4<br />
* VOICE_GNG_FAM5<br />
* VOICE_GNG_JIZZY<br />
* VOICE_GNG_LSV1<br />
* VOICE_GNG_LSV2<br />
* VOICE_GNG_LSV3<br />
* VOICE_GNG_LSV4<br />
* VOICE_GNG_LSV5<br />
* VOICE_GNG_MACCER<br />
* VOICE_GNG_MAFBOSS<br />
* VOICE_GNG_OGLOC<br />
* VOICE_GNG_RYDER<br />
* VOICE_GNG_SFR1<br />
* VOICE_GNG_SFR2<br />
* VOICE_GNG_SFR3<br />
* VOICE_GNG_SFR4<br />
* VOICE_GNG_SFR5<br />
* VOICE_GNG_SMOKE<br />
* VOICE_GNG_STRI1<br />
* VOICE_GNG_STRI2<br />
* VOICE_GNG_STRI4<br />
* VOICE_GNG_STRI5<br />
* VOICE_GNG_SWEET<br />
* VOICE_GNG_TBONE<br />
* VOICE_GNG_TORENO<br />
* VOICE_GNG_TRUTH<br />
* VOICE_GNG_VLA1<br />
* VOICE_GNG_VLA2<br />
* VOICE_GNG_VLA3<br />
* VOICE_GNG_VLA4<br />
* VOICE_GNG_VLA5<br />
* VOICE_GNG_VMAFF1<br />
* VOICE_GNG_VMAFF2<br />
* VOICE_GNG_VMAFF3<br />
* VOICE_GNG_VMAFF4<br />
* VOICE_GNG_VMAFF5<br />
* VOICE_GNG_WOOZIE<br />
<br />
==PED_TYPE_GFD==<br />
* VOICE_GFD_BARBARA<br />
* VOICE_GFD_BMOBAR<br />
* VOICE_GFD_BMYBARB<br />
* VOICE_GFD_BMYTATT<br />
* VOICE_GFD_CATALINA<br />
* VOICE_GFD_DENISE<br />
* VOICE_GFD_HELENA<br />
* VOICE_GFD_KATIE<br />
* VOICE_GFD_MICHELLE<br />
* VOICE_GFD_MILLIE<br />
* VOICE_GFD_POL_ANN<br />
* VOICE_GFD_WFYBURG<br />
* VOICE_GFD_WFYCLOT<br />
* VOICE_GFD_WMYAMMO<br />
* VOICE_GFD_WMYBARB<br />
* VOICE_GFD_WMYBELL<br />
* VOICE_GFD_WMYCLOT<br />
* VOICE_GFD_WMYPIZZ</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=OnPickupHit&diff=20136OnPickupHit2009-06-22T11:03:20Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server event}} <br />
This event is triggered when a [[player]] hits a [[pickup]].<br />
<br />
==Parameters==<br />
<syntaxhighlight lang="lua"><br />
player thePlayer<br />
</syntaxhighlight> <br />
<br />
*'''thePlayer''': a player [[element]] referring to the player who moved over the pickup.<br />
<br />
==Source==<br />
The [[event system#Event source|source]] of this event is the [[pickup]] that was hit by the player.<br />
<br />
==Cancel effect==<br />
If this event is [[Event system#Canceling|canceled]], the pickup does not disappear and the player does not receive its bonus.<br />
<br />
==Example== <br />
This example creates a pickup and outputs a message to the chat box when a player walks over it.<br />
<syntaxhighlight lang="lua"><br />
local aPickup = createPickup ( 10.0, 10.0, 10.0, 2, 31, 3000, 50 ) --Create an M4 weapon pickup when script starts<br />
<br />
function pickedUpWeaponCheck ( player )<br />
outputChatBox ( "You have picked up a M4.", player ) --Display this message in the chat box<br />
end<br />
addEventHandler ( "onPickupHit", aPickup, pickedUpWeaponCheck )<br />
</syntaxhighlight><br />
<br />
{{See also/Server event|Pickup events}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=SetCameraMatrix&diff=20112SetCameraMatrix2009-06-21T19:48:51Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
This function sets the camera's position and direction. The first three arguments are the point at which the camera lies, the last three are the point the camera faces (or the point it "looks at").<br />
<br />
'''Note:''' Calling this function takes the camera's focus away from the player and sets the camera in a fixed position and rotation. The camera's focus can be brought back to the player using the [[setCameraTarget]] function.<br />
==Syntax==<br />
<section name="Server" class="server" show="true"><br />
<syntaxhighlight lang="lua"><br />
bool setCameraMatrix ( player thePlayer, float positionX, float positionY, float positionZ [, float lookAtX, float lookAtY, float lookAtZ ] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments=== <br />
*'''thePlayer:''' The player whose camera is to be changed.<br />
*'''positionX:''' The x coordinate of the camera's position.<br />
*'''positionY:''' The y coordinate of the camera's position.<br />
*'''positionZ:''' The z coordinate of the camera's position.<br />
<br />
===Optional Arguments=== <br />
*'''lookAtX:''' The x coordinate of the point the camera faces.<br />
*'''lookAtY:''' The y coordinate of the point the camera faces.<br />
*'''lookAtZ:''' The z coordinate of the point the camera faces.<br />
</section><br />
<br />
<section name="Client" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
bool setCameraMatrix ( float positionX, float positionY, float positionZ, float lookAtX, float lookAtY, float lookAtZ )<br />
</syntaxhighlight><br />
<br />
===Required Arguments=== <br />
*'''thePlayer:''' The player whose camera is to be changed.<br />
*'''positionX:''' The x coordinate of the camera's position.<br />
*'''positionY:''' The y coordinate of the camera's position.<br />
*'''positionZ:''' The z coordinate of the camera's position.<br />
<br />
===Optional Arguments=== <br />
*'''lookAtX:''' The x coordinate of the point the camera faces.<br />
*'''lookAtY:''' The y coordinate of the point the camera faces.<br />
*'''lookAtZ:''' The z coordinate of the point the camera faces.<br />
</section><br />
<br />
===Returns===<br />
Returns ''true'' if the arguments are valid, ''false'' otherwise.<br />
<br />
==Example==<br />
This code fixates the camera onto the Vinewood sign in Las Venturas for any player that joins the server:<br />
<section class="server" name="Server script" show="true"><br />
<syntaxhighlight lang="lua"><br />
function setCameraOnPlayerJoin()<br />
-- slowly fade the camera in to make the screen visible<br />
fadeCamera(source, true, 5)<br />
-- set the player's camera to a fixed position, looking at a fixed point<br />
setCameraMatrix(source, 1468.8785400391, -919.25317382813, 100.153465271, 1468.388671875, -918.42474365234, 99.881813049316)<br />
end<br />
addEventHandler("onPlayerJoin", getRootElement(), setCameraOnPlayerJoin)</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Camera functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=SetPedAnimation&diff=19934SetPedAnimation2009-06-15T11:05:37Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.<br />
<br />
==Syntax==<br />
<section name="Server" class="server" show="true"><br />
<syntaxhighlight lang="lua"><br />
bool setPedAnimation ( ped thePed [, string block=nil, string anim=nil, int time=-1, bool loop=true, bool updatePosition=true, bool interruptable=true] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
{{OptionalArg}}<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''time:''' how long the animation will run for.<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''interruptable:''' if set to 'false' other tasks wont be able to interupt the animation.<br />
</section><br />
<br />
<section name="Client" class="client" show="false"><br />
<syntaxhighlight lang="lua"><br />
bool setPedAnimation ( ped thePed [, string block=nil, string anim=nil, int time=-1, bool loop=true, bool updatePosition=true, bool interruptable=true] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
{{OptionalArg}}<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''time:''' how long the animation will run for.<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''interruptable:''' if set to 'false' other tasks wont be able to interupt the animation.<br />
</section><br />
<br />
===Returns===<br />
Returns ''true'' if succesful, ''false'' otherwise.<br />
<br />
==Example== <br />
<br />
<section name="Client" class="client" show="true"><br />
This example creates a ped, rotates them, and makes them walk:<br />
<syntaxhighlight lang="lua"><br />
function makePed()<br />
ped1 = createPed(56, 1, 1, 4)<br />
setPedRotation(ped1, 315)<br />
setPedAnimation(ped1, "ped", "WOMAN_walknorm")<br />
end<br />
addEventHandler("onResourceStart", getRootElement(), makePed)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=BlendPedAnimation&diff=19931BlendPedAnimation2009-06-15T10:45:38Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.<br />
<br />
<section name="Client" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
bool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, bool interruptable=false, function callbackFunction=nil, var arguments, ... ] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
{{OptionalArg}}<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''speed:''' the speed at which the animation is played.<br />
*'''blendSpeed:''' the speed at which the previous and current animation are blended.<br />
*'''startTime:''' how far into the animation (in seconds) you want to skip<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''interruptable:''' If set to 'false', the animation will not be interrupted by other tasks (eg: falling)<br />
*'''callbackFunction:''' A function that is called when the animation is finished<br />
*'''arguments:''' Any arguments you want to pass to the callbackFunction, eg: animation name<br />
</section><br />
<br />
===Returns===<br />
Returns ''true'' if succesful, ''false'' otherwise.<br />
<br />
==Example== <br />
<br />
<section name="Client" class="client" show="true"><br />
This example creates a ped, rotates them, and makes them walk:<br />
<syntaxhighlight lang="lua"><br />
function makePed()<br />
ped1 = createPed(56, 1, 1, 4)<br />
setPedRotation(ped1, 315)<br />
blendPedAnimation(ped1, "ped", "WOMAN_walknorm")<br />
end<br />
addEventHandler("onResourceStart", getRootElement(), makePed)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=GetPedAnimation&diff=19855GetPedAnimation2009-06-10T17:50:11Z<p>Jax: Undo revision 19853 by Jax (Talk)</p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
<br />
Gets the animation of a player or ped that was set using [[setPedAnimation]].<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
string string getPedAnimation ( ped thePed )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to get the animation of.<br />
<br />
===Returns===<br />
Returns two ''strings'': the first is the name of the block, the second is the name of the animation. Returns ''false'' if there was an error or if the ped is not doing an animation.<br />
<br />
==Example==<br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=GetPedAnimationData&diff=19854GetPedAnimationData2009-06-10T17:49:50Z<p>Jax: New page: __NOTOC__ {{Client function}} Gets the animation data of a player or ped that was set using setPedAnimation or blendPedAnimation. ==Syntax== <syntaxhighlight lang="lua"> ... getPedAnimationData (...</p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
<br />
Gets the animation data of a player or ped that was set using [[setPedAnimation]] or [[blendPedAnimation]].<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
... getPedAnimationData ( ped thePed, string dataType )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to get the animation data of.<br />
*'''dataType:''' A string representing the type of data you want to retrieve:<br />
<br />
==Data-types==<br />
*'''name:''' string - name of animation.<br />
*'''blockName:''' string - name of animation block.<br />
*'''loop:''' boolean - looping.<br />
*'''updatePosition:''' boolean - updating position.<br />
*'''interruptable:''' boolean - interruptable.<br />
*'''time:''' float - duration.<br />
*'''startTime:''' float - starting point.<br />
*'''finished:''' boolean - finished playing.<br />
*'''speed:''' float - speed.<br />
*'''blendSpeed:''' float - blending speed.<br />
<br />
===Returns===<br />
Returns various arguments depending on the 'dataType' specified.<br />
<br />
==Example==<br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=GetPedAnimation&diff=19853GetPedAnimation2009-06-10T17:48:52Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Client function}}<br />
<br />
Gets the animation data of a player or ped that was set using [[setPedAnimation]] or [[blendPedAnimation]].<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
... getPedAnimationData ( ped thePed, string dataType )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to get the animation data of.<br />
*'''dataType:''' A string representing the type of data you want to retrieve:<br />
<br />
==Data-types==<br />
*'''name:''' string - name of animation.<br />
*'''blockName:''' string - name of animation block.<br />
*'''loop:''' boolean - looping.<br />
*'''updatePosition:''' boolean - updating position.<br />
*'''interruptable:''' boolean - interruptable.<br />
*'''time:''' float - duration.<br />
*'''startTime:''' float - starting point.<br />
*'''finished:''' boolean - finished playing.<br />
*'''speed:''' float - speed.<br />
*'''blendSpeed:''' float - blending speed.<br />
<br />
===Returns===<br />
Returns various arguments depending on the 'dataType' specified.<br />
<br />
==Example==<br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_ped_functions&diff=19852Template:Client ped functions2009-06-10T17:23:22Z<p>Jax: </p>
<hr />
<div>{{New feature|3|1.0|<br />
*[[canPedBeKnockedOffBike]]<br />
*[[createPed]]<br />
*[[doesPedHaveJetPack]]<br />
*[[getPedAnimation]]<br />
*[[getPedAnimationData]]<br />
*[[getPedArmor]]<br />
*[[getPedBonePosition]]<br />
*[[getPedClothes]]<br />
*[[getPedContactElement]]<br />
*[[getPedControlState]]<br />
*[[getPedOccupiedVehicle]]<br />
*[[getPedRotation]]<br />
*[[getPedSimplestTask]]<br />
*[[getPedSkin]]<br />
*[[getPedStat]]<br />
*[[getPedTarget]]<br />
*[[getPedTargetStart]]<br />
*[[getPedTargetEnd]]<br />
*[[getPedTargetRange]]<br />
*[[getPedTargetCollision]]<br />
*[[getPedTask]]<br />
*[[getPedVoice]]<br />
*[[getPedAmmoInClip]]<br />
*[[getPedTotalAmmo]]<br />
*[[getPedWeapon]]<br />
*[[getPedWeaponSlot]]<br />
*[[isPedChoking]]<br />
*[[isPedDoingGangDriveby]]<br />
*[[isPedDoingTask]]<br />
*[[isPedDucked]]<br />
*[[isPedHeadless]]<br />
*[[isPedInVehicle]]<br />
*[[isPedInWater]]<br />
*[[isPedOnGround]]<br />
*[[isPedOnFire]]<br />
*[[setPedAimTarget]]<br />
*[[setPedAnimation]]<br />
*[[blendPedAnimation]]<br />
*[[setPedCameraRotation]]<br />
*[[setPedCanBeKnockedOffBike]]<br />
*[[setPedControlState]]<br />
*[[setPedDoingGangDriveby]]<br />
*[[setPedHeadless]]<br />
*[[setPedLookAt]]<br />
*[[setPedOnFire]]<br />
*[[setPedRotation]]<br />
*[[setPedSkin]]<br />
*[[setPedVoice]]<br />
*[[setPedWeaponSlot]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_ped_functions&diff=19848Template:Client ped functions2009-06-10T14:16:10Z<p>Jax: </p>
<hr />
<div>{{New feature|3|1.0|<br />
*[[canPedBeKnockedOffBike]]<br />
*[[createPed]]<br />
*[[doesPedHaveJetPack]]<br />
*[[getPedAnimation]]<br />
*[[getPedArmor]]<br />
*[[getPedBonePosition]]<br />
*[[getPedClothes]]<br />
*[[getPedContactElement]]<br />
*[[getPedControlState]]<br />
*[[getPedOccupiedVehicle]]<br />
*[[getPedRotation]]<br />
*[[getPedSimplestTask]]<br />
*[[getPedSkin]]<br />
*[[getPedStat]]<br />
*[[getPedTarget]]<br />
*[[getPedTargetStart]]<br />
*[[getPedTargetEnd]]<br />
*[[getPedTargetRange]]<br />
*[[getPedTargetCollision]]<br />
*[[getPedTask]]<br />
*[[getPedVoice]]<br />
*[[getPedAmmoInClip]]<br />
*[[getPedTotalAmmo]]<br />
*[[getPedWeapon]]<br />
*[[getPedWeaponSlot]]<br />
*[[isPedChoking]]<br />
*[[isPedDoingGangDriveby]]<br />
*[[isPedDoingTask]]<br />
*[[isPedDucked]]<br />
*[[isPedHeadless]]<br />
*[[isPedInVehicle]]<br />
*[[isPedInWater]]<br />
*[[isPedOnGround]]<br />
*[[isPedOnFire]]<br />
*[[setPedAimTarget]]<br />
*[[setPedAnimation]]<br />
*[[blendPedAnimation]]<br />
*[[setPedCameraRotation]]<br />
*[[setPedCanBeKnockedOffBike]]<br />
*[[setPedControlState]]<br />
*[[setPedDoingGangDriveby]]<br />
*[[setPedHeadless]]<br />
*[[setPedLookAt]]<br />
*[[setPedOnFire]]<br />
*[[setPedRotation]]<br />
*[[setPedSkin]]<br />
*[[setPedVoice]]<br />
*[[setPedWeaponSlot]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=BlendPedAnimation&diff=19847BlendPedAnimation2009-06-10T13:51:41Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.<br />
<br />
<section name="Client" class="client" show="true"><br />
<syntaxhighlight lang="lua"><br />
bool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, bool interruptable, function callbackFunction=nil, var arguments, ... ] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
{{OptionalArg}}<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''speed:''' the speed at which the animation is played.<br />
*'''blendSpeed:''' the speed at which the previous and current animation are blended.<br />
*'''startTime:''' how far into the animation (in seconds) you want to skip<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''interruptable:''' If set to 'true', the animation will not be interrupted by other tasks (eg: falling)<br />
*'''callbackFunction:''' A function that is called when the animation is finished<br />
*'''arguments:''' Any arguments you want to pass to the callbackFunction, eg: animation name<br />
</section><br />
<br />
===Returns===<br />
Returns ''true'' if succesful, ''false'' otherwise.<br />
<br />
==Example== <br />
<br />
<section name="Client" class="client" show="true"><br />
This example creates a ped, rotates them, and makes them walk:<br />
<syntaxhighlight lang="lua"><br />
function makePed()<br />
ped1 = createPed(56, 1, 1, 4)<br />
setPedRotation(ped1, 315)<br />
blendPedAnimation(ped1, "ped", "WOMAN_walknorm")<br />
end<br />
addEventHandler("onResourceStart", getRootElement(), makePed)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=BlendPedAnimation&diff=19846BlendPedAnimation2009-06-10T13:51:29Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.<br />
<br />
<section name="Client" class="client" show="false"><br />
<syntaxhighlight lang="lua"><br />
bool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, bool interruptable, function callbackFunction=nil, var arguments, ... ] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
{{OptionalArg}}<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''speed:''' the speed at which the animation is played.<br />
*'''blendSpeed:''' the speed at which the previous and current animation are blended.<br />
*'''startTime:''' how far into the animation (in seconds) you want to skip<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''interruptable:''' If set to 'true', the animation will not be interrupted by other tasks (eg: falling)<br />
*'''callbackFunction:''' A function that is called when the animation is finished<br />
*'''arguments:''' Any arguments you want to pass to the callbackFunction, eg: animation name<br />
</section><br />
<br />
===Returns===<br />
Returns ''true'' if succesful, ''false'' otherwise.<br />
<br />
==Example== <br />
<br />
<section name="Client" class="client" show="true"><br />
This example creates a ped, rotates them, and makes them walk:<br />
<syntaxhighlight lang="lua"><br />
function makePed()<br />
ped1 = createPed(56, 1, 1, 4)<br />
setPedRotation(ped1, 315)<br />
blendPedAnimation(ped1, "ped", "WOMAN_walknorm")<br />
end<br />
addEventHandler("onResourceStart", getRootElement(), makePed)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=BlendPedAnimation&diff=19845BlendPedAnimation2009-06-10T13:50:09Z<p>Jax: New page: __NOTOC__ {{Server client function}} Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one. ==Syntax== <section n...</p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.<br />
<br />
==Syntax==<br />
<section name="Server" class="server" show="true"><br />
<syntaxhighlight lang="lua"><br />
bool blendPedAnimation ( ped thePed [, string block=nil, string anim=nil, float blendDelta=1.0, bool loop=true, bool updatePosition=true] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
{{OptionalArg}}<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''blendDelta:''' the speed at which the previous and current animation are blended.<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
</section><br />
<br />
<section name="Client" class="client" show="false"><br />
<syntaxhighlight lang="lua"><br />
bool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, function callbackFunction=nil, var arguments, ... ] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
{{OptionalArg}}<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''speed:''' the speed at which the animation is played.<br />
*'''blendSpeed:''' the speed at which the previous and current animation are blended.<br />
*'''startTime:''' how far into the animation (in seconds) you want to skip<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''callbackFunction:''' A function that is called when the animation is finished<br />
*'''arguments:''' Any arguments you want to pass to the callbackFunction, eg: animation name<br />
</section><br />
<br />
===Returns===<br />
Returns ''true'' if succesful, ''false'' otherwise.<br />
<br />
==Example== <br />
<br />
<section name="Client" class="client" show="true"><br />
This example creates a ped, rotates them, and makes them walk:<br />
<syntaxhighlight lang="lua"><br />
function makePed()<br />
ped1 = createPed(56, 1, 1, 4)<br />
setPedRotation(ped1, 315)<br />
blendPedAnimation(ped1, "ped", "WOMAN_walknorm")<br />
end<br />
addEventHandler("onResourceStart", getRootElement(), makePed)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=CreateBlipAttachedTo&diff=19830CreateBlipAttachedTo2009-06-08T16:19:30Z<p>Jax: </p>
<hr />
<div>__NOTOC__ <br />
{{Server client function}}<br />
This function creates a [[blip]] that is attached to an [[element]]. This blip is displayed as an icon on the client's radar and will 'follow' the element that it is attached to around.<br />
<br />
==Syntax==<br />
<section name="Server" class="server" show="true"><br />
<syntaxhighlight lang="lua"><br />
blip createBlipAttachedTo ( element elementToAttachTo, [int icon=0, int size=2, int r=255, int g=0, int b=0, int a=255, int ordering=0, float visibleDistance=99999.0, visibleTo = getRootElement()] )<br />
</syntaxhighlight> <br />
<br />
===Required Arguments=== <br />
*'''elementToAttachTo:''' The [[element]] to attach the marker to.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''icon:''' The icon that the radar blips should be. Valid values are:<br />
{{Blip_Icons}}<br />
*'''size:''' The size of the radar blip. Default is 2.<br />
*'''r:''' The amount of red in the blip's color (0 - 255). Only applicable to the ''none'' icon. 'Default is 255. <br />
*'''g:''' The amount of green in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''b:''' The amount of blue in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''a:''' The amount of alpha in the blip's color (0 - 255). Default is 255.<br />
*'''ordering:''' This defines the blip's Z-level ordering (-32768 - 32767). Default is 0.<br />
*'''visibleDistance:''' The maximum distance from the camera at which the blip is still visible '''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
* '''visibleTo:''' What elements can see the blip. Defaults to visible to everyone. See [[visibility]].<br />
</section><br />
<section name="Client" class="client" show="false"><br />
<syntaxhighlight lang="lua"><br />
blip createBlipAttachedTo ( element elementToAttachTo, [int icon=0, int size=2, int r=255, int g=0, int b=0, int a=255, int ordering=0, float visibleDistance=99999.0] )<br />
</syntaxhighlight> <br />
<br />
===Required Arguments=== <br />
*'''elementToAttachTo:''' The [[element]] to attach the marker to.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''icon:''' The icon that the radar blips should be. Valid values are:<br />
{{Blip_Icons}}<br />
*'''size:''' The size of the radar blip. Default is 2.<br />
*'''r:''' The amount of red in the blip's color (0 - 255). Only applicable to the ''none'' icon. 'Default is 255. <br />
*'''g:''' The amount of green in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''b:''' The amount of blue in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''a:''' The amount of alpha in the blip's color (0 - 255). Default is 255.<br />
*'''ordering:''' This defines the blip's Z-level ordering (-32768 - 32767). Default is 0.<br />
*'''visibleDistance:''' The maximum distance from the camera at which the blip is still visible '''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
</section><br />
<br />
===Returns===<br />
Returns a [[blip]] if the blip was created succesfully, or ''false'' otherwise.<br />
<br />
==Example== <br />
<section name="Server" class="server" show="true"><br />
This example creates a radar blip attached to a random player, visible to everyone. The blip will follow the player around as they move. This could be used for manhunt, to emphasise a random player.<br />
<syntaxhighlight lang="lua"><br />
-- Pick a random player<br />
function setupRandomRobber ()<br />
local myPlayer = getRandomPlayer ()<br />
-- Create a radar blip at the player's position, with a 'cash' icon and only visible to everyone (no 'visibleTo' parameter)<br />
local myBlip = createBlipAttachedTo ( myPlayer, 52 )<br />
end<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Blip_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=CreateBlip&diff=19829CreateBlip2009-06-08T16:18:23Z<p>Jax: </p>
<hr />
<div>__NOTOC__ <br />
{{Server client function}}<br />
This function creates a [[blip]] [[element]], which is displayed as an icon on the client's radar.<br />
<br />
==Syntax==<br />
<section name="Server" class="server" show="true"><br />
<syntaxhighlight lang="lua"><br />
blip createBlip ( float x, float y, float z, [int icon=0, int size=2, int r=255, int g=0, int b=0, int a=255, int ordering=0 *, float visibleDistance=99999.0, visibleTo = getRootElement()] )<br />
</syntaxhighlight> <br />
<br />
===Required Arguments=== <br />
*'''x:''' The x position of the blip, in world coordinates.<br />
*'''y:''' The y position of the blip, in world coordinates.<br />
*'''z:''' The z position of the blip, in world coordinates.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''icon:''' The icon that the radar blips should be. Valid values are:<br />
{{Blip_Icons}}<br />
*'''size:''' The size of the radar blip. Default is 2.<br />
*'''r:''' The amount of red in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 255. <br />
*'''g:''' The amount of green in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''b:''' The amount of blue in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''a:''' The amount of alpha in the blip's color (0 - 255). Default is 255.<br />
*'''ordering:''' This defines the blip's Z-level ordering (-32768 - 32767). Default is 0. '''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
*'''visibleDistance:''' The maximum distance from the camera at which the blip is still visible'''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
* '''visibleTo:''' What elements can see the blip. Defaults to visible to everyone. See [[visibility]].<br />
</section><br />
<section name="Client" class="client" show="false"><br />
<syntaxhighlight lang="lua"><br />
blip createBlip ( float x, float y, float z, [int icon=0, int size=2, int r=255, int g=0, int b=0, int a=255, int ordering=0, float visibleDistance ] )<br />
</syntaxhighlight> <br />
<br />
===Required Arguments=== <br />
*'''x:''' The x position of the blip, in world coordinates.<br />
*'''y:''' The y position of the blip, in world coordinates.<br />
*'''z:''' The z position of the blip, in world coordinates.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''icon:''' The icon that the radar blips should be. Valid values are:<br />
{{Blip_Icons}}<br />
*'''size:''' The size of the radar blip. Default is 2.<br />
*'''r:''' The amount of red in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 255. <br />
*'''g:''' The amount of green in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''b:''' The amount of blue in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''a:''' The amount of alpha in the blip's color (0 - 255). Default is 255.<br />
*'''ordering:''' This defines the blip's Z-level ordering (-32768 - 32767). Default is 0. '''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
*'''visibleDistance:''' The maximum distance from the camera at which the blip is still visible'''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
</section><br />
<br />
==Returns==<br />
Returns an [[element]] of the [[blip]] if it was created successfully, ''false'' otherwise.<br />
<br />
==Example== <br />
<section name="Server" class="server" show="true"><br />
'''Example 1:''' This example creates a radar blip at a random player's position and makes it so that it is only visible to that player.<br />
<syntaxhighlight lang="lua"><br />
-- Pick a random player<br />
myPlayer = getRandomPlayer ()<br />
-- Retrieve the player's position and store it in the variables x, y and z<br />
x,y,z = getElementPosition ( myPlayer )<br />
-- Create a radar blip at the player's position, with a 'cash' icon and only visible to the player<br />
myBlip = createBlip ( x, y, z, 51, 0, 0, 0, 255, myPlayer )<br />
</syntaxhighlight><br />
<br />
'''Example 2:''' This example attaches a blip to a player. You can attach a blip to an element by just setting the blip's parent to that element.<br />
<syntaxhighlight lang="lua"><br />
-- Pick a random player<br />
myPlayer = getRandomPlayer ()<br />
-- Create a radar blip in the middle of the map<br />
myBlip = createBlip ( 0, 0, 0 )<br />
-- Make the player the parent of the blip, so that the blip follows the player around<br />
setElementParent ( myBlip, myPlayer )<br />
</section><br />
<br />
==See Also==<br />
{{Blip_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=CreateBlip&diff=19828CreateBlip2009-06-08T16:17:45Z<p>Jax: </p>
<hr />
<div>__NOTOC__ <br />
{{Server client function}}<br />
This function creates a [[blip]] [[element]], which is displayed as an icon on the client's radar.<br />
<br />
==Syntax==<br />
<section name="Server" class="server" show="true"><br />
<syntaxhighlight lang="lua"><br />
blip createBlip ( float x, float y, float z, [int icon=0, int size=2, int r=255, int g=0, int b=0, int a=255, int ordering=0 *, float visibleDistance=99999.0, visibleTo = getRootElement()] )<br />
</syntaxhighlight> <br />
<br />
===Required Arguments=== <br />
*'''x:''' The x position of the blip, in world coordinates.<br />
*'''y:''' The y position of the blip, in world coordinates.<br />
*'''z:''' The z position of the blip, in world coordinates.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''icon:''' The icon that the radar blips should be. Valid values are:<br />
{{Blip_Icons}}<br />
*'''size:''' The size of the radar blip. Default is 2.<br />
*'''r:''' The amount of red in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 255. <br />
*'''g:''' The amount of green in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''b:''' The amount of blue in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''a:''' The amount of alpha in the blip's color (0 - 255). Default is 255.<br />
*'''ordering:''' This defines the blip's Z-level ordering (-32768 - 32767). Default is 0. '''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
*'''visibleDistance:''' The maximum distance from the camera at which the blip is stillvisible<br />
'''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
* '''visibleTo:''' What elements can see the blip. Defaults to visible to everyone. See [[visibility]].<br />
</section><br />
<section name="Client" class="client" show="false"><br />
<syntaxhighlight lang="lua"><br />
blip createBlip ( float x, float y, float z, [int icon=0, int size=2, int r=255, int g=0, int b=0, int a=255, int ordering=0, float visibleDistance ] )<br />
</syntaxhighlight> <br />
<br />
===Required Arguments=== <br />
*'''x:''' The x position of the blip, in world coordinates.<br />
*'''y:''' The y position of the blip, in world coordinates.<br />
*'''z:''' The z position of the blip, in world coordinates.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''icon:''' The icon that the radar blips should be. Valid values are:<br />
{{Blip_Icons}}<br />
*'''size:''' The size of the radar blip. Default is 2.<br />
*'''r:''' The amount of red in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 255. <br />
*'''g:''' The amount of green in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''b:''' The amount of blue in the blip's color (0 - 255). Only applicable to the ''none'' icon. Default is 0.<br />
*'''a:''' The amount of alpha in the blip's color (0 - 255). Default is 255.<br />
*'''ordering:''' This defines the blip's Z-level ordering (-32768 - 32767). Default is 0. '''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
*'''visibleDistance:''' The maximum distance from the camera at which the blip is stillvisible<br />
'''* Note: This argument is not in DP2, it is 1.0 only.'''<br />
</section><br />
<br />
==Returns==<br />
Returns an [[element]] of the [[blip]] if it was created successfully, ''false'' otherwise.<br />
<br />
==Example== <br />
<section name="Server" class="server" show="true"><br />
'''Example 1:''' This example creates a radar blip at a random player's position and makes it so that it is only visible to that player.<br />
<syntaxhighlight lang="lua"><br />
-- Pick a random player<br />
myPlayer = getRandomPlayer ()<br />
-- Retrieve the player's position and store it in the variables x, y and z<br />
x,y,z = getElementPosition ( myPlayer )<br />
-- Create a radar blip at the player's position, with a 'cash' icon and only visible to the player<br />
myBlip = createBlip ( x, y, z, 51, 0, 0, 0, 255, myPlayer )<br />
</syntaxhighlight><br />
<br />
'''Example 2:''' This example attaches a blip to a player. You can attach a blip to an element by just setting the blip's parent to that element.<br />
<syntaxhighlight lang="lua"><br />
-- Pick a random player<br />
myPlayer = getRandomPlayer ()<br />
-- Create a radar blip in the middle of the map<br />
myBlip = createBlip ( 0, 0, 0 )<br />
-- Make the player the parent of the blip, so that the blip follows the player around<br />
setElementParent ( myBlip, myPlayer )<br />
</section><br />
<br />
==See Also==<br />
{{Blip_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=OnClientPlayerChoke&diff=19827OnClientPlayerChoke2009-06-08T15:47:40Z<p>Jax: </p>
<hr />
<div>{{Client event}}<br />
__NOTOC__<br />
This event is fired when a player chokes due to the effect of a weapon such as tear gas grenades, fire extinguishers and spray cans.<br />
==Parameters==<br />
<syntaxhighlight lang="lua"><br />
int weaponID, ped responsiblePed<br />
</syntaxhighlight><br />
*'''weapon:''' an [[int]] representing the ID of the weapon which caused the choking.<br />
*'''responsiblePed:''' the ped responsible for causing the choking, possiblly nil.<br />
<br />
==Source==<br />
The source of this event is the player who is choking.<br />
<br />
==Cancel effect==<br />
If this event is [[Event system#Canceling|canceled]], the player will not be choked.<br />
<br />
==Example==<br />
<section class="client" name="Client" show="true"><br />
This example disables choking effects from the tear gas grenades.<br />
<syntaxhighlight lang="lua"><br />
function cancelTearGasChoking(weaponID, responsiblePed)<br />
if (weaponID==17) then<br />
cancelEvent()<br />
end<br />
end<br />
addEventHandler("onClientPlayerChoke", getLocalPlayer(), cancelTearGasChoking)<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
===Client player events===<br />
{{Client_player_events}}<br />
===Client event functions===<br />
{{Client_event_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=SetPedAnimation&diff=19803SetPedAnimation2009-06-04T15:13:04Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.<br />
<br />
==Syntax==<br />
<section name="Server" class="server" show="true"><br />
<syntaxhighlight lang="lua"><br />
bool setPedAnimation ( ped thePed, [string block=nil, string anim=nil, float blendDelta=1.0,bool loop=true, bool updatePosition=true] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''blendDelta:''' the speed at which the previous and current animation are blended.<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
</section><br />
<br />
<section name="Client" class="client" show="false"><br />
<syntaxhighlight lang="lua"><br />
bool setPedAnimation ped thePed,string block,string name,[float speed=1.0,float blendSpeed=1.0, float startTime=0.0,bool loop=true,bool updatePosition=true,function callbackFunction=nil, var arguments, ...] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''speed:''' the speed at which the animation is played.<br />
*'''blendSpeed:''' the speed at which the previous and current animation are blended.<br />
*'''startTime:''' how far into the animation (in seconds) you want to skip<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''callbackFunction''' A function that is called when the animation is finished<br />
*'''arguments''' Any arguments you want to pass to the callbackFunction, eg: animation name<br />
</section><br />
<br />
===Returns===<br />
Returns ''true'' if succesful, ''false'' otherwise.<br />
<br />
==Example== <br />
<br />
<section name="Client" class="client" show="true"><br />
This example creates a ped, rotates them, and makes them walk:<br />
<syntaxhighlight lang="lua"><br />
function makePed ( )<br />
ped1 = createPed ( 56, 1, 1, 4 )<br />
setPedRotation( ped1, 315 )<br />
setPedAnimation( ped1, "ped", "WOMAN_walknorm")<br />
end<br />
addEventHandler ( "onResourceStart", getRootElement(), makePed )<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=SetPedAnimation&diff=19795SetPedAnimation2009-06-03T23:36:30Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.<br />
<br />
==Syntax==<br />
<section name="Server" class="server" show="true"><br />
<syntaxhighlight lang="lua"><br />
bool setPedAnimation ( ped thePed, [string block=nil, string name=nil, float blendDelta=1.0,bool loop=true, bool updatePosition=true] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''blendDelta:''' the speed at which the previous and current animation are blended.<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
</section><br />
<br />
<section name="Client" class="client" show="false"><br />
<syntaxhighlight lang="lua"><br />
bool setPedAnimation ( ped thePed, [string block=nil, string name=nil, float blendDelta=1.0,bool loop=true, bool updatePosition=true,function callbackFunction, var arguments, ...] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''blendDelta:''' the speed at which the previous and current animation are blended.<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''callbackFunction''' A function that is called when the animation is finished<br />
*'''arguments''' Any arguments you want to pass to the callbackFunction, eg: animation name<br />
</section><br />
<br />
===Returns===<br />
Returns ''true'' if succesful, ''false'' otherwise.<br />
<br />
==Example== <br />
<br />
<section name="Client" class="client" show="true"><br />
This example creates a ped, rotates them, and makes them walk:<br />
<syntaxhighlight lang="lua"><br />
function makePed ( )<br />
ped1 = createPed ( 56, 1, 1, 4 )<br />
setPedRotation( ped1, 315 )<br />
setPedAnimation( ped1, "ped", "WOMAN_walknorm")<br />
end<br />
addEventHandler ( "onResourceStart", getRootElement(), makePed )<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=SetPedAnimation&diff=19778SetPedAnimation2009-06-01T10:59:32Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
<br />
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
bool setPedAnimation ( ped thePed, [string block=nil, string name=nil, int uncontrollableTime=-1,bool loop=true, bool updatePosition=true, bool interruptible=true] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
*'''thePed:''' the player or ped you want to apply an animation to.<br />
<br />
===Optional Arguments===<br />
*'''block:''' the [[Animations|animation]] block's name.<br />
*'''anim:''' the name of the [[Animations|animation]] within the block.<br />
*'''uncontrollableTime:''' the duration that player control is disabled for. Defaults to -1, which is infinite.<br />
*'''loop:''' indicates whether or not the animation will loop.<br />
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.<br />
*'''interuptable:''' Defines whether the animation can be interrupted by normal movements<br />
<br />
===Returns===<br />
Returns ''true'' if succesful, ''false'' otherwise.<br />
<br />
==Example== <br />
<br />
<section name="Client" class="client" show="true"><br />
This example creates a ped, rotates them, and makes them walk:<br />
<syntaxhighlight lang="lua"><br />
function makePed ( )<br />
ped1 = createPed ( 56, 1, 1, 4 )<br />
setPedRotation( ped1, 315 )<br />
setPedAnimation( ped1, "ped", "WOMAN_walknorm")<br />
end<br />
addEventHandler ( "onResourceStart", getRootElement(), makePed )<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Ped_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=StartResource&diff=17181StartResource2008-06-08T09:15:13Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server function}}<br />
This function starts a resource either persistently or as a dependency of the current resource. If you start the resource persistently, the resource will run until stopped either using [[stopResource]] or by the server admin. A resource started as a dependency will stop when your resource stops, if no other resources have it as a depdendency. This is the same effect as using an ''include'' in your [[meta.xml]] file.<br />
<br />
The function also allows you to specify a number of boolean options. These allow you to disable the loading of various aspects of the resource. This is generally useful for editors rather than for actual gamemodes. It could also be used as a way to preview a resource before enabling the scripting aspects, though this could produce unreliable results. There is no way for a resource to tell if it is being run with any of these booleans set.<br />
<br />
==Syntax== <br />
<syntaxhighlight lang="lua"><br />
bool startResource ( resource resourceToStart, [bool persistent = false, bool startIncludedResources = true, bool loadServerConfigs = true, bool loadMaps = true, bool loadServerScripts = true, bool loadHTML = true, bool loadClientConfigs = true, bool loadClientScripts = true, bool loadFiles = true] )<br />
</syntaxhighlight> <br />
<br />
===Required Arguments=== <br />
*'''resourceToStart:''' The resource that should be started.<br />
<br />
===Optional Arguments=== <br />
{{OptionalArg}} <br />
*'''persistent:''' A boolean specifying if the resource should continue to run even after this resource has been stopped or not. If this is ''true'' then the resource will run until another resource or user terminates it or the server shuts down.<br />
*'''startIncludedResources:''' A boolean specifying if the resource's included/dependant resources will be started. '''DP3 onwards'''<br />
*'''loadServerConfigs:''' A boolean specifying if server side config (XML) files should be loaded with the resource. <br />
*'''loadMaps:''' A boolean specifying if any .map files will be started with the resource.<br />
*'''loadServerScripts:''' A boolean specifying if server side script files should be started alongside the resource.<br />
*'''loadHTML:''' A boolean specifying if HTML files should be started alongside the resource.<br />
*'''loadClientConfigs:''' A boolean specifying if client configs should be loaded alongside the resource.<br />
*'''loadClientScripts:''' A boolean specifying if client scripts should be loaded and started alongside the resource.<br />
*'''loadFiles:''' A boolean specifying if client-side files should be loaded alongside the resource.<br />
<br />
===Returns===<br />
Returns ''true'' if the resource has been started successfully, ''false'' otherwise.<br />
<br />
==Example== <br />
This page does not have an example<br />
<syntaxhighlight lang="lua"><br />
--add an example here.<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Resource_functions}}<br />
[[Category:Needs_Example]]</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=List_of_player_tasks&diff=16492List of player tasks2008-04-03T12:34:21Z<p>Jax: </p>
<hr />
<div>This page lists the possible tasks that can be assigned to a ped. Only a subset can be assigned to player. You can use these with [[getPlayerTask]] and [[getPlayerSimplestTask]].<br />
<br />
There are two types on tasks - simple and complex tasks. Simple tasks make the player do something, complex tasks contain a number of simple tasks that are triggered one after the other to produce some effect.<br />
<br />
See [[tasks]] for more information about the general workings of the task system.<br />
{| border="1" width="100%"<br />
| '''Task Name'''<br />
| '''Children'''<br />
|| '''Notes'''<br />
|-<br />
| TASK_COMPLEX_ARREST_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_ATTRACTOR_PARTNER_WAIT<br />
| || <br />
|-<br />
| TASK_COMPLEX_AVOID_BUILDING <br />
| || <br />
|-<br />
| TASK_COMPLEX_AVOID_ENTITY<br />
| || <br />
|-<br />
| TASK_COMPLEX_AVOID_OTHER_PED_WHILE_WANDERING<br />
| || <br />
|-<br />
| TASK_COMPLEX_BE_COP<br />
| || <br />
|-<br />
| TASK_COMPLEX_BE_IN_COUPLE<br />
| || <br />
|-<br />
| TASK_COMPLEX_BE_IN_GROUP<br />
| || <br />
|-<br />
| TASK_COMPLEX_BE_STILL<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_DRIVE<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_DRIVE_MISSION<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_DRIVE_MISSION_FLEE_SCENE<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_DRIVE_MISSION_KILL_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_DRIVE_POINT_ROUTE <br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_DRIVE_TO_POINT<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_DRIVE_WANDER<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_OPEN_DRIVER_DOOR <br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_OPEN_PASSENGER_DOOR<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_QUICK_BE_DRAGGED_OUT<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_SLOW_BE_DRAGGED_OUT<br />
| || <br />
|-<br />
| TASK_COMPLEX_CAR_SLOW_BE_DRAGGED_OUT_AND_STAND_UP<br />
| || <br />
|-<br />
| TASK_COMPLEX_CHAINED_FACIAL<br />
| || <br />
|-<br />
| TASK_COMPLEX_CHAT<br />
| || <br />
|-<br />
| TASK_COMPLEX_CLIMB<br />
| || <br />
|-<br />
| TASK_COMPLEX_COP_ARREST_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_COP_HASSLE_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_COP_IN_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_CROSS_ROAD_LOOK_AND_ACHIEVE_HEADING<br />
| || <br />
|-<br />
| TASK_COMPLEX_DESTROY_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_DESTROY_CAR_ARMED <br />
| || <br />
|-<br />
| TASK_COMPLEX_DESTROY_CAR_MELEE <br />
| || <br />
|-<br />
| TASK_COMPLEX_DIE<br />
| || <br />
|-<br />
| TASK_COMPLEX_DIE_IN_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_DIVE_FROM_ATTACHED_ENTITY_AND_GET_UP<br />
| || <br />
|-<br />
| TASK_COMPLEX_DO_DRIVEBY<br />
| || <br />
|-<br />
| TASK_COMPLEX_DRAG_PED_FROM_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_DRIVE_FIRE_TRUCK<br />
| || <br />
|-<br />
| TASK_COMPLEX_ENTER_ANY_CAR_AS_DRIVER<br />
| || <br />
|-<br />
| TASK_COMPLEX_ENTER_BOAT_AS_DRIVER<br />
| || <br />
|-<br />
| TASK_COMPLEX_ENTER_CAR_AS_DRIVER<br />
| <br />
* TASK_SIMPLE_CAR_GET_IN<br />
* TASK_SIMPLE_CAR_CLOSE_DOOR_FROM_INSIDE<br />
* TASK_SIMPLE_CAR_SHUFFLE<br />
|| <br />
|-<br />
| TASK_COMPLEX_ENTER_CAR_AS_DRIVER_TIMED<br />
| || <br />
|-<br />
| TASK_COMPLEX_ENTER_CAR_AS_PASSENGER<br />
| <br />
* TASK_SIMPLE_CAR_GET_IN<br />
* TASK_SIMPLE_CAR_CLOSE_DOOR_FROM_INSIDE<br />
* TASK_SIMPLE_CAR_SHUFFLE<br />
|| <br />
|-<br />
| TASK_COMPLEX_ENTER_CAR_AS_PASSENGER_TIMED<br />
| || <br />
|-<br />
| TASK_COMPLEX_ENTER_CAR_AS_PASSENGER_WAIT<br />
| || <br />
|-<br />
| TASK_COMPLEX_ENTER_LEADER_CAR_AS_PASSENGER <br />
| || <br />
|-<br />
| TASK_COMPLEX_EVASIVE_COWER<br />
| || <br />
|-<br />
| TASK_COMPLEX_EVASIVE_DIVE_AND_GET_UP<br />
| || <br />
|-<br />
| TASK_COMPLEX_EVASIVE_STEP <br />
| || <br />
|-<br />
| TASK_COMPLEX_EXTINGUISH_FIRES<br />
| || <br />
|-<br />
| TASK_COMPLEX_EXTINGUISH_FIRE_ON_FOOT<br />
| || <br />
|-<br />
| TASK_COMPLEX_FACIAL <br />
| || <br />
|-<br />
| TASK_COMPLEX_FALL_AND_GET_UP<br />
| || <br />
|-<br />
| TASK_COMPLEX_FALL_AND_STAY_DOWN<br />
| || <br />
|-<br />
| TASK_COMPLEX_FALL_TO_DEATH<br />
| || <br />
|-<br />
| TASK_COMPLEX_FLEE_ANY_MEANS<br />
| || <br />
|-<br />
| TASK_COMPLEX_FLEE_ENTITY<br />
| || <br />
|-<br />
| TASK_COMPLEX_FLEE_POINT<br />
| || <br />
|-<br />
| TASK_COMPLEX_FLEE_SHOOTING<br />
| || <br />
|-<br />
| TASK_COMPLEX_FOLLOW_LEADER_ANY_MEANS<br />
| || <br />
|-<br />
| TASK_COMPLEX_FOLLOW_LEADER_IN_FORMATION<br />
| || <br />
|-<br />
| TASK_COMPLEX_FOLLOW_NODE_ROUTE<br />
| || <br />
|-<br />
| TASK_COMPLEX_FOLLOW_NODE_ROUTE_SHOOTING <br />
| || <br />
|-<br />
| TASK_COMPLEX_FOLLOW_PATROL_ROUTE<br />
| || <br />
|-<br />
| TASK_COMPLEX_FOLLOW_PED_FOOTSTEPS<br />
| || <br />
|-<br />
| TASK_COMPLEX_FOLLOW_POINT_ROUTE<br />
| || <br />
|-<br />
| TASK_COMPLEX_FOLLOW_SEXY_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_GANG_FOLLOWER<br />
| || <br />
|-<br />
| TASK_COMPLEX_GANG_HASSLE_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_GANG_HASSLE_VEHICLE<br />
| || <br />
|-<br />
| TASK_COMPLEX_GANG_JOIN_RESPOND<br />
| || <br />
|-<br />
| TASK_COMPLEX_GANG_LEADER <br />
| || <br />
|-<br />
| TASK_COMPLEX_GET_ON_BOAT_SEAT<br />
| || <br />
|-<br />
| TASK_COMPLEX_GET_OUT_OF_WAY_OF_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_GET_UP_AND_STAND_STILL<br />
| || <br />
|-<br />
| TASK_COMPLEX_GOTO_DOOR_AND_OPEN<br />
| || <br />
|-<br />
| TASK_COMPLEX_GOTO_VEHICLE_AND_LEAN<br />
| || <br />
|-<br />
| TASK_COMPLEX_GO_PICKUP_ENTITY <br />
| || <br />
|-<br />
| TASK_COMPLEX_GO_TO_ATTRACTOR<br />
| || <br />
|-<br />
| TASK_COMPLEX_GO_TO_BOAT_STEERING_WHEEL<br />
| || <br />
|-<br />
| TASK_COMPLEX_GO_TO_CAR_DOOR_AND_STAND_STILL<br />
| || <br />
|-<br />
| TASK_COMPLEX_GO_TO_POINT_AIMING <br />
| || <br />
|-<br />
| TASK_COMPLEX_GO_TO_POINT_AND_STAND_STILL<br />
| || <br />
|-<br />
| TASK_COMPLEX_GO_TO_POINT_AND_STAND_STILL_AND_ACHIEVE_HEADING<br />
| || <br />
|-<br />
| TASK_COMPLEX_GO_TO_POINT_ANY_MEANS<br />
| || <br />
|-<br />
| TASK_COMPLEX_GO_TO_POINT_SHOOTING<br />
| || <br />
|-<br />
| TASK_COMPLEX_HANDSIGNAL_ANIM<br />
| || <br />
|-<br />
| TASK_COMPLEX_HASSLED_BY_COP<br />
| || <br />
|-<br />
| TASK_COMPLEX_HIT_BY_GUN_RESPONSE<br />
| || <br />
|-<br />
| TASK_COMPLEX_HIT_PED_WITH_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_HIT_RESPONSE<br />
| || <br />
|-<br />
| TASK_COMPLEX_INVESTIGATE_DEAD_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_INVESTIGATE_DISTURBANCE<br />
| || <br />
|-<br />
| TASK_COMPLEX_IN_AIR_AND_LAND<br />
| <br />
* TASK_SIMPLE_IN_AIR<br />
* TASK_SIMPLE_FALL<br />
* TASK_SIMPLE_LAND<br />
* TASK_SIMPLE_GET_UP<br />
|| <br />
|-<br />
| TASK_COMPLEX_IN_WATER<br />
| <br />
* TASK_SIMPLE_SWIM<br />
* TASK_COMPLEX_DIE<br />
* TASK_SIMPLE_RUN_ANIM<br />
|| <br />
|-<br />
| TASK_COMPLEX_JUMP<br />
| <br />
* TASK_SIMPLE_JUMP<br />
* TASK_SIMPLE_HIT_HEAD<br />
* TASK_COMPLEX_IN_AIR_AND_LAND<br />
|| <br />
|-<br />
| TASK_COMPLEX_KILL_CRIMINAL<br />
| || <br />
|-<br />
| TASK_COMPLEX_KILL_PED_AND_REENTER_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_KILL_PED_ON_FOOT<br />
| || <br />
|-<br />
| TASK_COMPLEX_KILL_PED_ON_FOOT_ARMED<br />
| || <br />
|-<br />
| TASK_COMPLEX_KILL_PED_ON_FOOT_KINDA_STAND_STILL<br />
| || <br />
|-<br />
| TASK_COMPLEX_KILL_PED_ON_FOOT_MELEE<br />
| || <br />
|-<br />
| TASK_COMPLEX_KILL_PED_ON_FOOT_STAND_STILL <br />
| || <br />
|-<br />
| TASK_COMPLEX_KILL_PED_ON_FOOT_STEALTH<br />
| || <br />
|-<br />
| TASK_COMPLEX_KILL_PED_ON_FOOT_TIMED <br />
| || <br />
|-<br />
| TASK_COMPLEX_LEAN_ON_VEHICLE<br />
| || <br />
|-<br />
| TASK_COMPLEX_LEAVE_ANY_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_LEAVE_ATTRACTOR<br />
| || <br />
|-<br />
| TASK_COMPLEX_LEAVE_BOAT<br />
| || <br />
|-<br />
| TASK_COMPLEX_LEAVE_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_LEAVE_CAR_AND_DIE<br />
| || <br />
|-<br />
| TASK_COMPLEX_LEAVE_CAR_AND_FLEE<br />
| || <br />
|-<br />
| TASK_COMPLEX_LEAVE_CAR_AND_WANDER<br />
| || <br />
|-<br />
| TASK_COMPLEX_LEAVE_CAR_AS_PASSENGER_WAIT<br />
| || <br />
|-<br />
| TASK_COMPLEX_MEDIC_TREAT_INJURED_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_MOVE_BACK_AND_JUMP<br />
| || <br />
|-<br />
| TASK_COMPLEX_OBSERVE_TRAFFIC_LIGHTS<br />
| || <br />
|-<br />
| TASK_COMPLEX_OBSERVE_TRAFFIC_LIGHTS_AND_ACHIEVE_HEADING <br />
| || <br />
|-<br />
| TASK_COMPLEX_ON_FIRE <br />
| || <br />
|-<br />
| TASK_COMPLEX_PARTNER <br />
| || <br />
|-<br />
| TASK_COMPLEX_PARTNER_CHAT<br />
| || <br />
|-<br />
| TASK_COMPLEX_PARTNER_DEAL<br />
| || <br />
|-<br />
| TASK_COMPLEX_PARTNER_GREET<br />
| || <br />
|-<br />
| TASK_COMPLEX_PARTNER_SHOVE<br />
| || <br />
|-<br />
| TASK_COMPLEX_PASS_OBJECT<br />
| || <br />
|-<br />
| TASK_COMPLEX_POLICE_PURSUIT<br />
| || <br />
|-<br />
| TASK_COMPLEX_PRESENT_ID_TO_COP<br />
| || <br />
|-<br />
| TASK_COMPLEX_PROSTITUTE_SOLICIT<br />
| || <br />
|-<br />
| TASK_COMPLEX_REACT_TO_ATTACK<br />
| || <br />
|-<br />
| TASK_COMPLEX_REACT_TO_GUN_AIMED_AT<br />
| || <br />
|-<br />
| TASK_COMPLEX_ROAD_RAGE<br />
| || <br />
|-<br />
| TASK_COMPLEX_SCREAM_IN_CAR_THEN_LEAVE<br />
| || <br />
|-<br />
| TASK_COMPLEX_SEEK_ENTITY<br />
| || <br />
|-<br />
| TASK_COMPLEX_SEEK_ENTITY_AIMING<br />
| || <br />
|-<br />
| TASK_COMPLEX_SEEK_ENTITY_ANY_MEANS <br />
| || <br />
|-<br />
| TASK_COMPLEX_SEEK_ENTITY_SHOOTING<br />
| || <br />
|-<br />
| TASK_COMPLEX_SEQUENCE<br />
| || <br />
|-<br />
| TASK_COMPLEX_SHUFFLE_SEATS<br />
| || <br />
|-<br />
| TASK_COMPLEX_SIDE_STEP_AND_SHOOT<br />
| || <br />
|-<br />
| TASK_COMPLEX_SIGNAL_AT_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_SIT_DOWN_THEN_IDLE_THEN_STAND_UP<br />
| || <br />
|-<br />
| TASK_COMPLEX_SMART_FLEE_ENTITY<br />
| || <br />
|-<br />
| TASK_COMPLEX_SMART_FLEE_POINT<br />
| || <br />
|-<br />
| TASK_COMPLEX_STARE_AT_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_STEAL_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_STUCK_IN_AIR<br />
| || <br />
|-<br />
| TASK_COMPLEX_SUNBATHE<br />
| || <br />
|-<br />
| TASK_COMPLEX_SWIM_AND_CLIMB_OUT<br />
| || <br />
|-<br />
| TASK_COMPLEX_TRACK_ENTITY<br />
| || <br />
|-<br />
| TASK_COMPLEX_TREAT_ACCIDENT<br />
| || <br />
|-<br />
| TASK_COMPLEX_TURN_TO_FACE_ENTITY<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_ATTRACTOR<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_ATTRACTOR_PARTNER<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_CLOSEST_FREE_SCRIPTED_ATTRACTOR<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_CLOSEST_FREE_SCRIPTED_ATTRACTOR_RUN<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_CLOSEST_FREE_SCRIPTED_ATTRACTOR_SPRINT<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_EFFECT<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_EFFECT_RUNNING<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_EFFECT_SPRINTING<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_ENTRYEXIT<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_GOGGLES <br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_MOBILE_PHONE <br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_PAIRED_ATTRACTOR<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_SCRIPTED_ATTRACTOR <br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_SCRIPTED_BRAIN<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_SEQUENCE<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_SWAT_ROPE<br />
| || <br />
|-<br />
| TASK_COMPLEX_USE_WATER_CANNON<br />
| || <br />
|-<br />
| TASK_COMPLEX_WAIT_AT_ATTRACTOR<br />
| || <br />
|-<br />
| TASK_COMPLEX_WAIT_FOR_BACKUP<br />
| || <br />
|-<br />
| TASK_COMPLEX_WAIT_FOR_BUS<br />
| || <br />
|-<br />
| TASK_COMPLEX_WAIT_FOR_DRY_WEATHER<br />
| || <br />
|-<br />
| TASK_COMPLEX_WAIT_FOR_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_WALK_ALONGSIDE_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_WALK_ROUND_BUILDING_ATTEMPT<br />
| || <br />
|-<br />
| TASK_COMPLEX_WALK_ROUND_CAR<br />
| || <br />
|-<br />
| TASK_COMPLEX_WALK_ROUND_FIRE<br />
| || <br />
|-<br />
| TASK_COMPLEX_WALK_ROUND_OBJECT<br />
| || <br />
|-<br />
| TASK_COMPLEX_WALK_ROUND_SHOP<br />
| || <br />
|-<br />
| TASK_COMPLEX_WALK_WITH_PED<br />
| || <br />
|-<br />
| TASK_COMPLEX_WANDER<br />
| || <br />
|-<br />
| TASK_FINISHED<br />
| || <br />
|-<br />
| TASK_GROUP_DRIVEBY<br />
| || <br />
|-<br />
| TASK_GROUP_ENTER_CAR<br />
| || <br />
|-<br />
| TASK_GROUP_ENTER_CAR_AND_PERFORM_SEQUENCE<br />
| || <br />
|-<br />
| TASK_GROUP_EXIT_CAR<br />
| || <br />
|-<br />
| TASK_GROUP_FLEE_THREAT<br />
| || <br />
|-<br />
| TASK_GROUP_FOLLOW_LEADER_ANY_MEANS<br />
| || <br />
|-<br />
| TASK_GROUP_FOLLOW_LEADER_WITH_LIMITS<br />
| || <br />
|-<br />
| TASK_GROUP_HAND_SIGNAL<br />
| || <br />
|-<br />
| TASK_GROUP_HASSLE_SEXY_PED<br />
| || <br />
|-<br />
| TASK_GROUP_HASSLE_THREAT<br />
| || <br />
|-<br />
| TASK_GROUP_HASSLE_THREAT_PASSIVE<br />
| || <br />
|-<br />
| TASK_GROUP_KILL_PLAYER_BASIC<br />
| || <br />
|-<br />
| TASK_GROUP_KILL_THREATS_BASIC<br />
| || <br />
|-<br />
| TASK_GROUP_PARTNER_DEAL<br />
| || <br />
|-<br />
| TASK_GROUP_PARTNER_GREET<br />
| || <br />
|-<br />
| TASK_GROUP_RESPOND_TO_LEADER_COMMAND<br />
| || <br />
|-<br />
| TASK_GROUP_STARE_AT_PED<br />
| || <br />
|-<br />
| TASK_GROUP_USE_MEMBER_DECISION<br />
| || <br />
|-<br />
| TASK_INTERIOR_BE_IN_HOUSE<br />
| || <br />
|-<br />
| TASK_INTERIOR_BE_IN_OFFICE<br />
| || <br />
|-<br />
| TASK_INTERIOR_BE_IN_SHOP<br />
| || <br />
|-<br />
| TASK_INTERIOR_GOTO_INFO<br />
| || <br />
|-<br />
| TASK_INTERIOR_LEAVE<br />
| || <br />
|-<br />
| TASK_INTERIOR_LIE_IN_BED<br />
| || <br />
|-<br />
| TASK_INTERIOR_RESERVED2<br />
| || <br />
|-<br />
| TASK_INTERIOR_RESERVED3<br />
| || <br />
|-<br />
| TASK_INTERIOR_RESERVED4<br />
| || <br />
|-<br />
| TASK_INTERIOR_RESERVED5<br />
| || <br />
|-<br />
| TASK_INTERIOR_RESERVED6<br />
| || <br />
|-<br />
| TASK_INTERIOR_RESERVED7<br />
| || <br />
|-<br />
| TASK_INTERIOR_RESERVED8<br />
| || <br />
|-<br />
| TASK_INTERIOR_SHOPKEEPER<br />
| || <br />
|-<br />
| TASK_INTERIOR_SIT_AT_DESK<br />
| || <br />
|-<br />
| TASK_INTERIOR_SIT_IN_RESTAURANT<br />
| || <br />
|-<br />
| TASK_INTERIOR_SIT_ON_CHAIR<br />
| || <br />
|-<br />
| TASK_INTERIOR_USE_INFO<br />
| || <br />
|-<br />
| TASK_KILL_ALL_THREATS<br />
| || <br />
|-<br />
| TASK_KILL_PED_FROM_BOAT<br />
| || <br />
|-<br />
| TASK_KILL_PED_GROUP_ON_FOOT<br />
| || <br />
|-<br />
| TASK_KILL_PED_ON_FOOT_WHILE_DUCKING<br />
| || <br />
|-<br />
| TASK_NONE<br />
| || <br />
|-<br />
| TASK_SEEK_COVER_UNTIL_TARGET_DEAD<br />
| || <br />
|-<br />
| TASK_SIMPLE_ABSEIL<br />
| || <br />
|-<br />
| TASK_SIMPLE_ACHIEVE_HEADING<br />
| || <br />
|-<br />
| TASK_SIMPLE_AFFECT_SECONDARY_BEHAVIOUR<br />
| || <br />
|-<br />
| TASK_SIMPLE_ANIM<br />
| || <br />
|-<br />
| TASK_SIMPLE_ANIM_LOOPED_MIDDLE<br />
| || <br />
|-<br />
| TASK_SIMPLE_ARREST_PED<br />
| || <br />
|-<br />
| TASK_SIMPLE_BE_ARRESTED<br />
| || <br />
|-<br />
| TASK_SIMPLE_BE_DAMAGED<br />
| || <br />
|-<br />
| TASK_SIMPLE_BE_HIT<br />
| || <br />
|-<br />
| TASK_SIMPLE_BE_HIT_WHILE_MOVING<br />
| || <br />
|-<br />
| TASK_SIMPLE_BE_KICKED_ON_GROUND<br />
| || <br />
|-<br />
| TASK_SIMPLE_BIKE_JACKED<br />
| || <br />
|-<br />
| TASK_SIMPLE_BIKE_PICK_UP<br />
| || <br />
|-<br />
| TASK_SIMPLE_CALL_FOR_BACKUP<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_ALIGN <br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_CLOSE_DOOR_FROM_INSIDE<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_CLOSE_DOOR_FROM_OUTSIDE<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_DRIVE<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_DRIVE_TIMED<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_FALL_OUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_FORCE_PED_OUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_GET_IN<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_GET_OUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_JUMP_OUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_OPEN_DOOR_FROM_OUTSIDE<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_OPEN_LOCKED_DOOR_FROM_OUTSIDE<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_QUICK_BE_DRAGGED_OUT <br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_QUICK_DRAG_PED_OUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_SET_PED_IN_AS_DRIVER <br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_SET_PED_IN_AS_PASSENGER <br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_SET_PED_OUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_SET_PED_QUICK_DRAGGED_OUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_SET_PED_SLOW_DRAGGED_OUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_SET_TEMP_ACTION <br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_SHUFFLE<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_SLOW_BE_DRAGGED_OUT <br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_SLOW_DRAG_PED_OUT <br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_WAIT_FOR_DOOR_NOT_TO_BE_IN_USE<br />
| || <br />
|-<br />
| TASK_SIMPLE_CAR_WAIT_TO_SLOW_DOWN<br />
| || <br />
|-<br />
| TASK_SIMPLE_CHAT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CHOKING<br />
| || <br />
|-<br />
| TASK_SIMPLE_CLEAR_LOOK_AT<br />
| || <br />
|-<br />
| TASK_SIMPLE_CLIMB<br />
| || <br />
|-<br />
| TASK_SIMPLE_COWER<br />
| || <br />
|-<br />
| TASK_SIMPLE_CREATE_CAR_AND_GET_IN<br />
| || <br />
|-<br />
| TASK_SIMPLE_DEAD<br />
| || <br />
|-<br />
| TASK_SIMPLE_DETONATE<br />
| || <br />
|-<br />
| TASK_SIMPLE_DIE<br />
| || <br />
|-<br />
| TASK_SIMPLE_DIE_IN_CAR<br />
| || <br />
|-<br />
| TASK_SIMPLE_DO_HAND_SIGNAL<br />
| || <br />
|-<br />
| TASK_SIMPLE_DRIVEBY_SHOOT<br />
| || <br />
|-<br />
| TASK_SIMPLE_DRIVEBY_WATCH_FOR_TARGET<br />
| || <br />
|-<br />
| TASK_SIMPLE_DROWN<br />
| || <br />
|-<br />
| TASK_SIMPLE_DROWN_IN_CAR<br />
| || <br />
|-<br />
| TASK_SIMPLE_DUCK<br />
| || <br />
|-<br />
| TASK_SIMPLE_DUCK_FOREVER<br />
| || <br />
|-<br />
| TASK_SIMPLE_DUCK_TOGGLE<br />
| || <br />
|-<br />
| TASK_SIMPLE_DUCK_WHILE_SHOTS_WHIZZING<br />
| || <br />
|-<br />
| TASK_SIMPLE_EVASIVE_DIVE <br />
| || <br />
|-<br />
| TASK_SIMPLE_EVASIVE_STEP <br />
| || <br />
|-<br />
| TASK_SIMPLE_FACIAL<br />
| || <br />
|-<br />
| TASK_SIMPLE_FALL<br />
| || <br />
|-<br />
| TASK_SIMPLE_FIGHT<br />
| || <br />
|-<br />
| TASK_SIMPLE_FIGHT_CTRL<br />
| || <br />
|-<br />
| TASK_SIMPLE_FINISH_BRAIN <br />
| || <br />
|-<br />
| TASK_SIMPLE_GANG_DRIVEBY<br />
| || <br />
|-<br />
| TASK_SIMPLE_GET_UP <br />
| || <br />
|-<br />
| TASK_SIMPLE_GIVE_CPR<br />
| || <br />
|-<br />
| TASK_SIMPLE_GOGGLES_OFF <br />
| || <br />
|-<br />
| TASK_SIMPLE_GOGGLES_ON <br />
| || <br />
|-<br />
| TASK_SIMPLE_GO_TO_POINT<br />
| || <br />
|-<br />
| TASK_SIMPLE_GO_TO_POINT_FINE<br />
| || <br />
|-<br />
| TASK_SIMPLE_GO_TO_POINT_NEAR_CAR_DOOR_UNTIL_DOOR_NOT_IN_USE<br />
| || <br />
|-<br />
| TASK_SIMPLE_GUN_CTRL<br />
| || <br />
|-<br />
| TASK_SIMPLE_HAIL_TAXI<br />
| || <br />
|-<br />
| TASK_SIMPLE_HANDSIGNAL_ANIM<br />
| || <br />
|-<br />
| TASK_SIMPLE_HANDS_UP<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_BACK<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_BEHIND<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_BY_GUN_BACK<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_BY_GUN_FRONT<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_BY_GUN_LEFT<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_BY_GUN_RIGHT<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_FRONT<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_HEAD<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_LEFT<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_RIGHT<br />
| || <br />
|-<br />
| TASK_SIMPLE_HIT_WALL<br />
| || <br />
|-<br />
| TASK_SIMPLE_HOLD_ENTITY<br />
| || <br />
|-<br />
| TASK_SIMPLE_HURT_PED_WITH_CAR <br />
| || <br />
|-<br />
| TASK_SIMPLE_IDLE_SUNBATHING<br />
| || <br />
|-<br />
| TASK_SIMPLE_IK_CHAIN<br />
| || <br />
|-<br />
| TASK_SIMPLE_IK_LOOK_AT <br />
| || <br />
|-<br />
| TASK_SIMPLE_IK_MANAGER <br />
| || <br />
|-<br />
| TASK_SIMPLE_IK_POINT_L_ARM<br />
| || <br />
|-<br />
| TASK_SIMPLE_IK_POINT_R_ARM<br />
| || <br />
|-<br />
| TASK_SIMPLE_INFORM_GROUP<br />
| || <br />
|-<br />
| TASK_SIMPLE_INFORM_RESPECTED_FRIENDS<br />
| || <br />
|-<br />
| TASK_SIMPLE_IN_AIR<br />
| || <br />
|-<br />
| TASK_SIMPLE_JETPACK<br />
| || <br />
|-<br />
| TASK_SIMPLE_JUMP<br />
| || <br />
|-<br />
| TASK_SIMPLE_KILL_PED_WITH_CAR<br />
| || <br />
|-<br />
| TASK_SIMPLE_LAND<br />
| || <br />
|-<br />
| TASK_SIMPLE_LOOK_ABOUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_LOOK_AT_ENTITY_OR_COORD<br />
| || <br />
|-<br />
| TASK_SIMPLE_NAMED_ANIM<br />
| || <br />
|-<br />
| TASK_SIMPLE_ON_ESCALATOR<br />
| || <br />
|-<br />
| TASK_SIMPLE_PAUSE<br />
| || <br />
|-<br />
| TASK_SIMPLE_PHONE_IN<br />
| || <br />
|-<br />
| TASK_SIMPLE_PHONE_OUT<br />
| || <br />
|-<br />
| TASK_SIMPLE_PHONE_TALK<br />
| || <br />
|-<br />
| TASK_SIMPLE_PICKUP_ENTITY <br />
| || <br />
|-<br />
| TASK_SIMPLE_PLAYER_IN_CAR<br />
| || <br />
|-<br />
| TASK_SIMPLE_PLAYER_ON_FIRE <br />
| || <br />
|-<br />
| TASK_SIMPLE_PLAYER_ON_FOOT<br />
| || <br />
|-<br />
| TASK_SIMPLE_PUTDOWN_ENTITY <br />
| || <br />
|-<br />
| TASK_SIMPLE_RAGDOLL<br />
| || <br />
|-<br />
| TASK_SIMPLE_SAY<br />
| || <br />
|-<br />
| TASK_SIMPLE_SCRATCH_HEAD<br />
| || <br />
|-<br />
| TASK_SIMPLE_SET_CHAR_DECISION_MAKER<br />
| || <br />
|-<br />
| TASK_SIMPLE_SET_CHAR_IGNORE_WEAPON_RANGE_FLAG<br />
| || <br />
|-<br />
| TASK_SIMPLE_SET_KINDA_STAY_IN_SAME_PLACE<br />
| || <br />
|-<br />
| TASK_SIMPLE_SET_PED_AS_AUTO_DRIVER<br />
| || <br />
|-<br />
| TASK_SIMPLE_SET_STAY_IN_SAME_PLACE<br />
| || <br />
|-<br />
| TASK_SIMPLE_SHAKE_FIST<br />
| || <br />
|-<br />
| TASK_SIMPLE_SIT_DOWN<br />
| || <br />
|-<br />
| TASK_SIMPLE_SIT_IDLE<br />
| || <br />
|-<br />
| TASK_SIMPLE_SLIDE_TO_COORD<br />
| || <br />
|-<br />
| TASK_SIMPLE_STAND_STILL<br />
| || <br />
|-<br />
| TASK_SIMPLE_STAND_UP<br />
| || <br />
|-<br />
| TASK_SIMPLE_START_SUNBATHING<br />
| || <br />
|-<br />
| TASK_SIMPLE_STEALTH_KILL<br />
| || <br />
|-<br />
| TASK_SIMPLE_STOP_SUNBATHING<br />
| || <br />
|-<br />
| TASK_SIMPLE_SUNBATHE<br />
| || <br />
|-<br />
| TASK_SIMPLE_SWIM<br />
| || <br />
|-<br />
| TASK_SIMPLE_THROW<br />
| || <br />
|-<br />
| TASK_SIMPLE_THROW_CTRL<br />
| || <br />
|-<br />
| TASK_SIMPLE_TIMED_ANIM<br />
| || <br />
|-<br />
| TASK_SIMPLE_TIRED<br />
| || <br />
|-<br />
| TASK_SIMPLE_TOGGLE_PED_THREAT_SCANNER<br />
| || <br />
|-<br />
| TASK_SIMPLE_TRIGGER_EVENT<br />
| || <br />
|-<br />
| TASK_SIMPLE_TRIGGER_LOOK_AT<br />
| || <br />
|-<br />
| TASK_SIMPLE_TURN_180 <br />
| || <br />
|-<br />
| TASK_SIMPLE_UNINTERRUPTABLE<br />
| || <br />
|-<br />
| TASK_SIMPLE_USE_ATM<br />
| || <br />
|-<br />
| TASK_SIMPLE_USE_GUN<br />
| || <br />
|-<br />
| TASK_SIMPLE_WAIT_FOR_BUS<br />
| || <br />
|-<br />
| TASK_SIMPLE_WAIT_FOR_PIZZA<br />
| || <br />
|-<br />
| TASK_SIMPLE_WAIT_UNTIL_PED_IN_CAR<br />
| || <br />
|-<br />
| TASK_SIMPLE_WAIT_UNTIL_PED_OUT_CAR<br />
| || <br />
|-<br />
| TASK_SMART_FLEE_ENTITY_WALKING <br />
| || <br />
|-<br />
| TASK_WAIT_FOR_MATCHING_AREA_CODES<br />
| || <br />
|-<br />
| TASK_WAIT_FOR_MATCHING_LEADER_AREA_CODES<br />
| || <br />
|-<br />
| TASK_ZONE_RESPONSE<br />
| || <br />
|}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=OnPlayerWasted&diff=16467OnPlayerWasted2008-04-01T09:59:02Z<p>Jax: </p>
<hr />
<div>__NOTOC__ <br />
{{Server event}}<br />
This event is triggered when a player is killed or dies.<br />
<br />
==Parameters==<br />
<syntaxhighlight lang="lua"><br />
int totalAmmo, element killer, int killerWeapon, int bodypart [, bool stealth ]<br />
</syntaxhighlight> <br />
<br />
*'''totalAmmo''': an integer representing the total ammo the victim had when he died.<br />
*'''killer''': an [[element]] representing the player or vehicle who was the killer. If there was no killer this is ''false''.<br />
*'''killerWeapon''': an integer representing the [[weapon]] the killer used to kill the player.<br />
*'''bodypart''': an integer representing the bodypart ID the victim was hit on when he died.<br />
{{BodyParts}}<br />
*'''stealth''': boolean value representing whether or not this was a stealth kill ('''From DP3''')<br />
<br />
==Source==<br />
The [[event system#Event source|source]] of this event is the [[player]] that died or got killed.<br />
<br />
==Example== <br />
This example prints the killer and bodypart to the chat when a player dies.<br />
<syntaxhighlight lang="lua"><br />
-- register player_Wasted as a handler for onPlayerWasted<br />
function player_Wasted ( ammo, attacker, weapon, bodypart )<br />
-- if there was an attacker<br />
if ( attacker ) then<br />
-- we declare our variable outside the following checks<br />
local tempString<br />
-- if the element that killed him was a player,<br />
if ( getElementType ( attacker ) == "player" ) then<br />
-- put the attacker, victim and weapon info in the string<br />
tempString = getClientName ( attacker ).." killed "..getClientName ( source ).." ("..getWeaponNameFromID ( weapon )..")"<br />
-- else, if it was a vehicle,<br />
elseif ( getElementType ( attacker ) == "vehicle" ) then<br />
-- we'll get the name from the attacker vehicle's driver<br />
local tempString = getClientName ( getVehicleController ( attacker ) ).." killed "..getClientName ( source ).." ("..getWeaponNameFromID ( weapon )..")"<br />
end<br />
-- if the victim was shot in the head, append a special message<br />
if ( bodypart == 9 ) then<br />
tempString = tempString.." (HEADSHOT!)"<br />
-- else, just append the bodypart name<br />
else<br />
tempString = tempString.." ("..getBodyPartName ( bodypart )..")"<br />
end<br />
-- display the message<br />
outputChatBox ( tempString )<br />
-- if there was no attacker,<br />
else<br />
-- output a death message without attacker info<br />
outputChatBox ( getClientName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")" )<br />
end<br />
end<br />
addEventHandler ( "onPlayerWasted", getRootElement(), player_Wasted )<br />
</syntaxhighlight><br />
<br />
{{See also/Server event|Player events}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=OnPlayerWasted&diff=16466OnPlayerWasted2008-04-01T09:55:21Z<p>Jax: </p>
<hr />
<div>__NOTOC__ <br />
{{Server event}}<br />
This event is triggered when a player is killed or dies.<br />
<br />
==Parameters==<br />
<syntaxhighlight lang="lua"><br />
int totalAmmo, element killer, int killerWeapon, int bodypart<br />
</syntaxhighlight> <br />
<br />
*'''totalAmmo''': an integer representing the total ammo the victim had when he died.<br />
*'''killer''': an [[element]] representing the player or vehicle who was the killer. If there was no killer this is ''false''.<br />
*'''killerWeapon''': an integer representing the [[weapon]] the killer used to kill the player.<br />
*'''bodypart''': an integer representing the bodypart ID the victim was hit on when he died.<br />
{{BodyParts}}<br />
*'''stealth''': boolean value representing whether or not this was a stealth kill<br />
<br />
==Source==<br />
The [[event system#Event source|source]] of this event is the [[player]] that died or got killed.<br />
<br />
==Example== <br />
This example prints the killer and bodypart to the chat when a player dies.<br />
<syntaxhighlight lang="lua"><br />
-- register player_Wasted as a handler for onPlayerWasted<br />
function player_Wasted ( ammo, attacker, weapon, bodypart )<br />
-- if there was an attacker<br />
if ( attacker ) then<br />
-- we declare our variable outside the following checks<br />
local tempString<br />
-- if the element that killed him was a player,<br />
if ( getElementType ( attacker ) == "player" ) then<br />
-- put the attacker, victim and weapon info in the string<br />
tempString = getClientName ( attacker ).." killed "..getClientName ( source ).." ("..getWeaponNameFromID ( weapon )..")"<br />
-- else, if it was a vehicle,<br />
elseif ( getElementType ( attacker ) == "vehicle" ) then<br />
-- we'll get the name from the attacker vehicle's driver<br />
local tempString = getClientName ( getVehicleController ( attacker ) ).." killed "..getClientName ( source ).." ("..getWeaponNameFromID ( weapon )..")"<br />
end<br />
-- if the victim was shot in the head, append a special message<br />
if ( bodypart == 9 ) then<br />
tempString = tempString.." (HEADSHOT!)"<br />
-- else, just append the bodypart name<br />
else<br />
tempString = tempString.." ("..getBodyPartName ( bodypart )..")"<br />
end<br />
-- display the message<br />
outputChatBox ( tempString )<br />
-- if there was no attacker,<br />
else<br />
-- output a death message without attacker info<br />
outputChatBox ( getClientName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")" )<br />
end<br />
end<br />
addEventHandler ( "onPlayerWasted", getRootElement(), player_Wasted )<br />
</syntaxhighlight><br />
<br />
{{See also/Server event|Player events}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=KillPlayer&diff=16465KillPlayer2008-04-01T09:53:26Z<p>Jax: </p>
<hr />
<div>{{Server function}}<br />
__NOTOC__<br />
This function kills the specified player.<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua">bool killPlayer ( player thePlayer, [ player theKiller = nil, int weapon=255, int bodyPart=255, bool stealth ] )</syntaxhighlight><br />
<br />
===Required Arguments===<br />
* '''thePlayer:''' The [[player]] to kill<br />
<br />
===Optional Arguments===<br />
* '''theKiller:''' The player responsible for the kill<br />
* '''weapon:''' The ID of the weapon that should appear to have killed the player (doesn't affect how they die)<br />
* '''bodyPart:''' The ID of the body part that should appear to have been hit by the weapon (doesn't affect how they die)<br />
* '''stealth:''' Boolean value, representing whether or not this a stealth kill ('''From DP3''')<br />
<br />
===Returns===<br />
Returns ''true'' if the player was killed, ''false'' if the player specified could not be killed or is invalid.<br />
<br />
==Example==<br />
'''Example 1:''' This simple example adds a '''kill''' command to commit suicide.<br />
<syntaxhighlight lang="lua"><br />
function commitSuicide(sourcePlayer)<br />
-- kill the player and make him responsible for it<br />
killPlayer(sourcePlayer, sourcePlayer)<br />
end<br />
-- attach our handler to the "kill" command<br />
addCommandHandler("kill", commitSuicide)<br />
</syntaxhighlight><br />
<br />
'''Example 2:''' This example enables 1 hit kills if a player is shot in the head.<br />
<syntaxhighlight lang="lua"><br />
function headshotKill ( attacker, attackerweapon, bodypart, loss )<br />
if bodypart == 9 then --if the bodypart is the head<br />
--kill the player, emulating the correct killer, weapon and bodypart.<br />
killPlayer ( source, attacker, attackerweapon, bodypart )<br />
end<br />
end<br />
addEventHandler ( "onPlayerDamage", getRootElement(), headshotKill )<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Player functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Ped_functions&diff=16464Template:Ped functions2008-04-01T08:35:52Z<p>Jax: New page: {{New feature|3|DP3| *createPed }}</p>
<hr />
<div>{{New feature|3|DP3|<br />
*[[createPed]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Server_Scripting_Functions&diff=16463Server Scripting Functions2008-04-01T08:35:00Z<p>Jax: </p>
<hr />
<div><pageclass class="server"></pageclass><br />
This page lists all the '''server-side''' scripting functions that have been implemented and are available as native functions from the Deathmatch mod. To request a function or event, use [[Requested Functions and Events]].<br />
<br />
Please note that the scripting functions can now be extended by loading in dynamic modules that provide new functionality, such as MySQL database access. These scripting functions are non-native and require the module to be loaded in order to work.<br />
<br />
Head over to [[Module functions]] for a list of non-native serverside functions and modules that are available.<br />
<br />
'''Client-side scripting functions can be found here: [[Client Scripting Functions]].'''<br />
<br />
==Account functions==<br />
{{Account_functions}}<br />
<br />
==ACL functions==<br />
{{ACL_functions}}<br />
<br />
==Admin functions==<br />
{{Admin_functions}}<br />
<br />
==Audio functions==<br />
{{Audio_functions}}<br />
<br />
==All Seeing Eye functions==<br />
{{ASE_functions}}<br />
<br />
==Blip functions==<br />
{{Blip_functions}}<br />
<br />
==Camera functions==<br />
{{Camera functions}}<br />
<br />
==Collision shape functions==<br />
{{Collision shape functions}}<br />
<br />
==Client functions==<br />
{{Client functions}}<br />
<br />
==Clothes and body functions==<br />
{{Clothes and body functions}}<br />
<br />
==Cursor functions==<br />
{{Cursor_functions}}<br />
<br />
==Element functions==<br />
{{Element functions}}<br />
<br />
==Event functions==<br />
{{Event_functions}}<br />
<br />
==Explosion functions==<br />
{{Explosion_functions}}<br />
<br />
==File functions==<br />
{{File_functions}}<br />
<br />
==Handling functions==<br />
{{Handling_functions}}<br />
<br />
==HTTP functions==<br />
{{HTTP_functions}}<br />
<br />
==Input functions==<br />
{{Input_functions}}<br />
<br />
==Map functions==<br />
{{Map_functions}}<br />
<br />
==Marker functions==<br />
{{Marker functions}}<br />
<br />
==Object functions==<br />
{{Object functions}}<br />
<br />
==Ped functions==<br />
{{Ped_functions}}<br />
<br />
==Pickup functions==<br />
{{Pickup functions}}<br />
<br />
==Player functions==<br />
{{Player functions}}<br />
<br />
==Radar area functions==<br />
{{Radar area functions}}<br />
<br />
==Resource functions==<br />
{{Resource functions}}<br />
<br />
==Serial functions==<br />
{{Serial functions}}<br />
<br />
==Server functions==<br />
{{Server functions}}<br />
<br />
==Settings registry functions==<br />
{{Settings registry functions}}<br />
<br />
==SQL functions==<br />
{{SQL_functions}}<br />
<br />
==Team functions==<br />
{{Team functions}}<br />
<br />
==Text functions==<br />
{{Text functions}}<br />
<br />
==Utility functions==<br />
{{Utility functions}}<br />
<br />
==Vehicle functions==<br />
{{Vehicle functions}}<br />
<br />
==Weapon functions==<br />
{{Weapon functions}}<br />
<br />
==World functions==<br />
{{World functions}}<br />
<br />
==XML functions==<br />
{{XML functions}}<br />
<br />
==Deprecated Functions==<br />
Access: [[:Category:Depreciated]]<br><br />
''Note: dont change this, done purposely to keep this page from being included in the listing.''</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=OnClientPlayerDamage&diff=16409OnClientPlayerDamage2008-03-29T15:05:57Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Client event}}<br />
This event is triggered whenever a player is damaged.<br />
<br />
==Parameters==<br />
<syntaxhighlight lang="lua"><br />
player attacker, int weapon, int bodypart [, float loss ]<br />
</syntaxhighlight> <br />
<br />
*'''attacker''': A [[player]] [[element]] representing the attacker.<br />
*'''weapon''': An integer representing the weapon ID the attacker used<br />
*'''bodypart''': An integer representing the bodypart the player was damaged<br />
{{BodyParts}}<br />
*'''loss''': A float representing the percentage of health the player lost. ('''from DP3''')<br />
<br />
==Source==<br />
The [[event system#Event source|source]] of this event is the [[player]] that got damaged<br />
<br />
==Cancel effect==<br />
If this event is [[Event system#Canceling|canceled]], then any damaging effects to the local player will cease.<br />
<br />
==Example== <br />
This example prevents any damage from the minigun.<br />
<syntaxhighlight lang="lua"><br />
function stopMinigunDamage ( attacker, weapon, bodypart )<br />
if ( weapon == 38 ) then --if the weapon used was the minigun<br />
cancelEvent() --cancel the event<br />
end<br />
end<br />
addEventHandler ( "onClientPlayerDamage", getLocalPlayer(), stopMinigunDamage )<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
===Client player events===<br />
{{Client_player_events}}<br />
===Client event functions===<br />
{{Client_event_functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_ped_functions&diff=16348Template:Client ped functions2008-03-27T23:58:42Z<p>Jax: </p>
<hr />
<div>{{New feature|3|DP3|<br />
*[[createPed]]<br />
*[[getPedRotation]]<br />
*[[canPedBeKnockedOffBike]]<br />
*[[getPedContactElement]]<br />
*[[isPedInVehicle]]<br />
*[[doesPedHaveJetPack]]<br />
*[[isPedInWater]]<br />
*[[isPedOnGround]]<br />
*[[getPedTask]]<br />
*[[getPedSimplestTask]]<br />
*[[isPedDoingTask]]<br />
*[[getPedTarget]]<br />
*[[getPedTargetStart]]<br />
*[[getPedTargetEnd]]<br />
*[[getPedTargetRange]]<br />
*[[getPedTargetCollision]]<br />
*[[getPedWeaponSlot]]<br />
*[[getPedWeapon]]<br />
*[[getPedAmmoInClip]]<br />
*[[getPedTotalAmmo]]<br />
*[[getPedOccupiedVehicle]]<br />
*[[getPedArmor]]<br />
*[[getPedSkin]]<br />
*[[isPedChoking]]<br />
*[[isPedDucked]]<br />
*[[getPedStat]]<br />
*[[getPedBonePosition]]<br />
*[[setPedWeaponSlot]]<br />
*[[setPedSkin]]<br />
*[[setPedRotation]]<br />
*[[setPedCanBeKnockedOffBike]]<br />
*[[setPedAnimation]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:XML_functions&diff=16270Template:XML functions2008-03-27T09:59:54Z<p>Jax: </p>
<hr />
<div>*[[xmlCopyFile]]<br />
*[[xmlCreateFile]]<br />
*[[xmlCreateSubNode]]<br />
*[[xmlDestroyNode]]<br />
*[[xmlFindSubNode]]<br />
*[[xmlLoadFile]]<br />
*[[xmlNodeGetAttribute]]<br />
*[[xmlNodeGetValue]]<br />
*[[xmlNodeSetAttribute]]<br />
*[[xmlNodeSetValue]]<br />
*[[xmlSaveFile]]<br />
*[[xmlUnloadFile]]<br />
{{New feature|3|DP3|<br />
*[[xmlNodeGetSubNodes ]]<br />
*[[xmlNodeGetParent ]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_XML_functions&diff=16269Template:Client XML functions2008-03-27T09:59:41Z<p>Jax: </p>
<hr />
<div>*[[xmlCopyFile]]<br />
*[[xmlCreateFile]]<br />
*[[xmlCreateSubNode]]<br />
*[[xmlDestroyNode]]<br />
*[[xmlFindSubNode]]<br />
*[[xmlLoadFile]]<br />
*[[xmlNodeGetAttribute]]<br />
*[[xmlNodeGetValue]]<br />
*[[xmlNodeSetAttribute]]<br />
*[[xmlNodeSetValue]]<br />
*[[xmlSaveFile]]<br />
*[[xmlUnloadFile]]<br />
{{New feature|3|DP3|<br />
*[[xmlNodeGetSubNodes ]]<br />
*[[xmlNodeGetParent ]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Element_functions&diff=16268Template:Element functions2008-03-27T07:56:28Z<p>Jax: </p>
<hr />
<div>*[[createElement]]<br />
*[[destroyElement]]<br />
*[[cloneElement]]<br />
*[[isElement]]<br />
*[[getAllElementData]]<br />
*[[getElementByID]]<br />
*[[getElementByIndex]]<br />
*[[getElementChild]]<br />
*[[getElementChildren]]<br />
*[[getElementChildrenCount]]<br />
*[[getElementData]]<br />
*[[getElementHealth]]<br />
*[[getElementID]]<br />
*[[getElementParent]]<br />
*[[getElementsByType]]<br />
*[[getElementType]]<br />
*[[getRootElement]]<br />
*[[isElementVisibleTo]]<br />
*[[isElementWithinColShape]]<br />
*[[getElementsWithinColShape]]<br />
*[[getElementPosition]]<br />
*[[getElementVelocity]]<br />
*[[getElementInterior]]<br />
*[[getElementDimension]]<br />
*[[getElementZoneName]]<br />
*[[isElementAttached]]<br />
*[[getElementAttachedTo]]<br />
*[[getAttachedElements]]<br />
*[[getElementColShape]]<br />
*[[getElementAlpha]]<br />
*[[setElementData]]<br />
*[[removeElementData]]<br />
*[[setElementHealth]]<br />
*[[setElementID]]<br />
*[[setElementParent]]<br />
*[[setElementVisibleTo]]<br />
*[[clearElementVisibleTo]]<br />
*[[setElementPosition]]<br />
*[[setElementVelocity]]<br />
*[[setElementInterior]]<br />
*[[setElementDimension]]<br />
*[[attachElementToElement]]<br />
*[[detachElementFromElement]]<br />
*[[setElementAlpha]]<br />
{{New feature|3|DP3|<br />
*[[getElementModel]]<br />
*[[setElementModel]]<br />
*[[attachElements]]<br />
*[[detachElements]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_element_functions&diff=16267Template:Client element functions2008-03-27T07:56:23Z<p>Jax: </p>
<hr />
<div>*[[createElement]]<br />
*[[destroyElement]]<br />
*[[getElementBoundingBox]]<br />
*[[getElementChild]]<br />
*[[getElementChildren]]<br />
*[[getElementChildrenCount]]<br />
*[[getElementData]]<br />
*[[getElementDimension]]<br />
*[[getElementHealth]]<br />
*[[getElementID]]<br />
*[[getElementInterior]]<br />
*[[getElementsByType]]<br />
*[[getElementType]]<br />
*[[getElementParent]]<br />
*[[getElementPosition]]<br />
*[[getElementVelocity]]<br />
*[[getElementRadius]]<br />
*[[getRootElement]]<br />
*[[isElement]]<br />
*[[isElementLocal]]<br />
*[[isElementStreamable]]<br />
*[[isElementStreamedIn]]<br />
*[[isElementWithinColShape]]<br />
*[[getElementsWithinColShape]]<br />
*[[isElementAttached]]<br />
*[[isElementOnScreen]]<br />
*[[getElementAttachedTo]]<br />
*[[getAttachedElements]]<br />
*[[getElementDistanceFromCentreOfMassToBaseOfModel]]<br />
*[[setElementAlpha]]<br />
*[[setElementCollisionsEnabled]]<br />
*[[setElementData]]<br />
*[[setElementDimension]]<br />
*[[setElementHealth]]<br />
*[[setElementInterior]]<br />
*[[setElementParent]]<br />
*[[setElementPosition]]<br />
*[[setElementVelocity]]<br />
*[[setElementStreamable]]<br />
*[[attachElementToElement]]<br />
*[[detachElementFromElement]]<br />
*[[getElementByID]]<br />
{{New feature|3|DP3|<br />
*[[getElementRotation]]<br />
*[[setElementRotation]]<br />
*[[getElementModel]]<br />
*[[setElementModel]]<br />
*[[attachElements]]<br />
*[[detachElements]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Element_functions&diff=16214Template:Element functions2008-03-17T10:09:34Z<p>Jax: </p>
<hr />
<div>*[[createElement]]<br />
*[[destroyElement]]<br />
*[[cloneElement]]<br />
*[[isElement]]<br />
*[[getAllElementData]]<br />
*[[getElementByID]]<br />
*[[getElementByIndex]]<br />
*[[getElementChild]]<br />
*[[getElementChildren]]<br />
*[[getElementChildrenCount]]<br />
*[[getElementData]]<br />
*[[getElementHealth]]<br />
*[[getElementID]]<br />
*[[getElementParent]]<br />
*[[getElementsByType]]<br />
*[[getElementType]]<br />
*[[getRootElement]]<br />
*[[isElementVisibleTo]]<br />
*[[isElementWithinColShape]]<br />
*[[getElementsWithinColShape]]<br />
*[[getElementPosition]]<br />
*[[getElementVelocity]]<br />
*[[getElementInterior]]<br />
*[[getElementDimension]]<br />
*[[getElementZoneName]]<br />
*[[isElementAttached]]<br />
*[[getElementAttachedTo]]<br />
*[[getAttachedElements]]<br />
*[[getElementColShape]]<br />
*[[getElementAlpha]]<br />
*[[setElementData]]<br />
*[[removeElementData]]<br />
*[[setElementHealth]]<br />
*[[setElementID]]<br />
*[[setElementParent]]<br />
*[[setElementVisibleTo]]<br />
*[[clearElementVisibleTo]]<br />
*[[setElementPosition]]<br />
*[[setElementVelocity]]<br />
*[[setElementInterior]]<br />
*[[setElementDimension]]<br />
*[[attachElementToElement]]<br />
*[[detachElementFromElement]]<br />
*[[setElementAlpha]]<br />
{{New feature|3|DP3|<br />
*[[getElementModel]]<br />
*[[setElementModel]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_object_functions&diff=16168Template:Client object functions2008-03-12T23:42:44Z<p>Jax: </p>
<hr />
<div>*[[createObject]]<br />
*[[getObjectRotation]]<br />
*[[setObjectRotation]]<br />
*[[setObjectScale]]<br />
*[[moveObject]]<br />
*[[stopObject]]<br />
{{New feature|3|DP3|<br />
*[[isObjectStatic]]<br />
*[[setObjectStatic]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_element_functions&diff=16158Template:Client element functions2008-03-10T17:32:44Z<p>Jax: </p>
<hr />
<div>*[[createElement]]<br />
*[[destroyElement]]<br />
*[[getElementBoundingBox]]<br />
*[[getElementChild]]<br />
*[[getElementChildren]]<br />
*[[getElementChildrenCount]]<br />
*[[getElementData]]<br />
*[[getElementDimension]]<br />
*[[getElementHealth]]<br />
*[[getElementID]]<br />
*[[getElementInterior]]<br />
*[[getElementsByType]]<br />
*[[getElementType]]<br />
*[[getElementParent]]<br />
*[[getElementPosition]]<br />
*[[getElementVelocity]]<br />
*[[getElementRadius]]<br />
*[[getRootElement]]<br />
*[[isElement]]<br />
*[[isElementLocal]]<br />
*[[isElementStreamable]]<br />
*[[isElementStreamedIn]]<br />
*[[isElementWithinColShape]]<br />
*[[getElementsWithinColShape]]<br />
*[[isElementAttached]]<br />
*[[isElementOnScreen]]<br />
*[[getElementAttachedTo]]<br />
*[[getAttachedElements]]<br />
*[[getElementDistanceFromCentreOfMassToBaseOfModel]]<br />
*[[setElementAlpha]]<br />
*[[setElementCollisionsEnabled]]<br />
*[[setElementData]]<br />
*[[setElementDimension]]<br />
*[[setElementHealth]]<br />
*[[setElementInterior]]<br />
*[[setElementParent]]<br />
*[[setElementPosition]]<br />
*[[setElementVelocity]]<br />
*[[setElementStreamable]]<br />
*[[attachElementToElement]]<br />
*[[detachElementFromElement]]<br />
*[[getElementByID]]<br />
{{New feature|3|DP3|<br />
*[[getElementRotation]]<br />
*[[setElementRotation]]<br />
*[[getElementModel]]<br />
*[[setElementModel]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_player_functions&diff=15995Template:Client player functions2008-02-29T15:43:40Z<p>Jax: </p>
<hr />
<div>* [[isPlayerDead]]<br />
* [[isPlayerMapForced]]<br />
* [[isPlayerMapVisible]]<br />
* [[isPlayerMuted]]<br />
* [[getLocalPlayer]]<br />
* [[getPlayerName]]<br />
* [[getPlayerPing]]<br />
* [[getPlayerTeam]]<br />
* [[getPlayerUserName]]<br />
* [[getPlayerNametagText]]<br />
* [[getPlayerNametagColor]]<br />
* [[showPlayerHudComponent]]<br />
{{New feature|3|DP3|<br />
*[[getPlayerMoney]]<br />
*[[setPlayerMoney]]<br />
*[[givePlayerMoney]]<br />
*[[takePlayerMoney]]<br />
*[[setPlayerNametagText]]<br />
*[[setPlayerNametagColor]]<br />
}}<br />
<br />
<br />
<br />
{{Deprecated_feature|10|X. REPLACED BY PED FUNCTIONS SINCE DP3, PLEASE USE THEM INSTEAD. WILL BE LEFT IN FOR A FEW VERSIONS FOR BACKWARDS COMPATIBILITY!|<br />
* [[canPlayerBeKnockedOffBike]]<br />
* [[doesPlayerHaveJetPack]]<br />
<br />
* [[isPlayerChoking]]<br />
* [[isPlayerDucked]]<br />
* [[isPlayerDoingTask]]<br />
* [[isPlayerInVehicle]]<br />
* [[isPlayerInWater]]<br />
* [[isPlayerOnGround]]<br />
<br />
* [[getPlayerAmmoInClip]]<br />
* [[getPlayerArmor]]<br />
* [[getPlayerContactElement]]<br />
* [[getPlayerOccupiedVehicle]]<br />
* [[getPlayerRotation]]<br />
* [[getPlayerTarget]]<br />
* [[getPlayerTargetCollision]]<br />
* [[getPlayerTargetStart]]<br />
* [[getPlayerTargetEnd]]<br />
* [[getPlayerTargetRange]]<br />
* [[getPlayerSimplestTask]]<br />
* [[getPlayerSkin]]<br />
* [[getPlayerStat]]<br />
* [[getPlayerTask]]<br />
* [[getPlayerTotalAmmo]]<br />
* [[getPlayerWeaponSlot]]<br />
* [[getPlayerWeapon]]<br />
<br />
* [[setPlayerCanBeKnockedOffBike]]<br />
* [[setPlayerRotation]]<br />
* [[setPlayerSkin]]<br />
* [[setPlayerWeaponSlot]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Drawing_functions&diff=15971Template:Drawing functions2008-02-26T10:26:56Z<p>Jax: </p>
<hr />
<div>{{New feature|3|DP3|<br />
*[[dxDrawLine]]<br />
*[[dxDrawLine3D]]<br />
*[[dwDrawText]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=CreateMarker&diff=15970CreateMarker2008-02-25T10:52:56Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server client function}}<br />
This function creates a marker. A marker is a 3D model in the world that can highlight a particular point or area, often used to instruct players where to go to perform actions such as entering buildings.<br />
<br />
There are various limits that govern the maximum number of each type that can be visible at once. These are:<br />
* Coronas: 64<br />
* Checkpoints, Rings, Cylinders and Arrows combined: 32<br />
<br />
You are able to create as many markers as you wish (memory permitting), but the player will only be able to see the nearest ones up to the limit once if you go over the limit. <br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
marker createMarker ( float x, float y, float z, [string type, int size, int r, int g, int b, int a, visibleTo=getRootElement ()] )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
* '''x''': A floating point number representing the X coordinate on the map.<br />
* '''y''': A floating point number representing the Y coordinate on the map.<br />
* '''z''': A floating point number representing the Z coordinate on the map.<br />
<br />
===Optional arguments===<br />
* '''type''': The visual type of the marker to be created. Possible values:<br />
{{Marker_types}}<br />
* '''size''': The diameter of the marker to be created, in meters.<br />
* '''r''': An integer number representing the amount of red to use in the colouring of the marker (0 - 255).<br />
* '''g''': An integer number representing the amount of green to use in the colouring of the marker (0 - 255).<br />
* '''b''': An integer number representing the amount of blue to use in the colouring of the marker (0 - 255).<br />
* '''a''': An integer number representing the amount of alpha to use in the colouring of the marker (0 - 255).<br />
<br />
===Returns===<br />
Returns the [[marker]] element that was created, or ''false'' if the arguments are incorrect.<br />
<br />
==Example==<br />
<section name="Example 1" class="server" show="true"><br />
This example creates a marker next to the player when they type 'createmarker':<br />
<syntaxhighlight lang="lua"><br />
-- this function is called whenever someone types 'createmarker' in the console:<br />
function consoleCreateMarker ( thePlayer, commandName )<br />
if ( thePlayer ) then<br />
local x, y, z = getElementPosition ( thePlayer ) -- get the player's position<br />
-- create a cylindrical marker next to the player:<br />
local theMarker = createMarker ( x + 2, y + 2, z, "cylinder", 1.5, 255, 255, 0, 170 )<br />
if ( theMarker ) then -- check if the marker was created successfully<br />
outputConsole ( "Marker created successfully", thePlayer )<br />
else<br />
outputConsole ( "Failed to create marker", thePlayer )<br />
end<br />
end<br />
end<br />
addCommandHandler ( "createmarker", consoleCreateMarker )<br />
</syntaxhighlight><br />
</section><br />
<br />
<section name="Example 2" class="both" show="true"><br />
Create a marker at the coordinates 0, 0, 20:<br />
<syntaxhighlight lang="lua"><br />
createMarker ( 0, 0, 20 )<br />
</syntaxhighlight><br />
</section><br />
<br />
==See Also==<br />
{{Marker functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=TextDisplayRemoveText&diff=15955TextDisplayRemoveText2008-02-23T13:45:51Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
{{Server function}}<br />
==Description==<br />
This function removes a [[textitem]] from a [[textdisplay]]. This stops any observers of the [[textdisplay]] from being able to see the [[textitem]].<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
void textDisplayRemoveText ( textdisplay displayToRemoveFrom, textitem itemToRemove )<br />
</syntaxhighlight><br />
<br />
===Required Arguments===<br />
* '''itemToRemove''': The [[textitem]] to remove from the display.<br />
* '''displayToRemoveFrom''': The [[textdisplay]] to remove the [[textitem]] from.<br />
<br />
==Example==<br />
This example creates a text display and adds a "Hello World" text item to it. It then removes that text item 5 seconds later.<br />
<syntaxhighlight lang="lua"><br />
-- Create a text display.<br />
myTextDisplay = textCreateDisplay ( )<br />
-- Add a player as an observer, i.e. this player will see everything added to this display<br />
textDisplayAddObserver ( myTextDisplay, aPlayer )<br />
-- Create a new text item with the text 'Hello World' and a priority of 'low' and colored red.<br />
myTextItem = textCreateTextItem ( "Hello World", 0.5, 0.5, "low", 255, 0, 0, 0, 1.0 )<br />
-- Add the newly created text item to the display<br />
textDisplayAddText ( myTextDisplay, myTextItem )<br />
-- Remove the text item from the display<br />
setTimer ( textDisplayRemoveText, 5000, 1, myTestDispay, myTextItem )<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
{{Text functions}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Clothes_and_body_functions&diff=15954Template:Clothes and body functions2008-02-23T11:00:30Z<p>Jax: </p>
<hr />
<div>*[[getBodyPartName]]<br />
*[[getClothesByTypeIndex]]<br />
*[[getTypeIndexFromClothes]]<br />
*[[getClothesTypeName]]<br />
*[[addPlayerClothes]]<br />
*[[removePlayerClothes]]<br />
*[[getPlayerClothes]]</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_camera_functions&diff=15949Template:Client camera functions2008-02-22T11:25:20Z<p>Jax: </p>
<hr />
<div>*[[getCameraFixedModeTarget]]<br />
*[[getCameraPosition]]<br />
*[[getCameraRotation]]<br />
*[[fadeCamera]]<br />
{{Deprecated_feature|3|DP3|<br />
*[[rotateCameraRight]]<br />
*[[rotateCameraUp]]<br />
}}<br />
*[[setCameraLookAt]]<br />
*[[setCameraPosition]]<br />
*[[setCameraTarget]]<br />
*[[toggleCameraFixedMode]]<br />
{{New feature|3|DP3|<br />
*[[getCameraInterior]]<br />
*[[setCameraInterior]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Camera_functions&diff=15948Template:Camera functions2008-02-22T11:13:00Z<p>Jax: </p>
<hr />
<div>* [[fadeCamera]]<br />
* [[getCameraMode]]<br />
* [[getCameraTarget]]<br />
* [[setCameraLookAt]]<br />
* [[setCameraMode]]<br />
* [[setCameraPosition]]<br />
* [[setCameraTarget]]<br />
{{New feature|3|DP3|<br />
* [[getCameraInterior]]<br />
* [[setCameraInterior]]<br />
}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_element_functions&diff=15921Template:Client element functions2008-02-21T22:47:02Z<p>Jax: </p>
<hr />
<div>*[[createElement]]<br />
*[[destroyElement]]<br />
*[[getElementBoundingBox]]<br />
*[[getElementChild]]<br />
*[[getElementChildren]]<br />
*[[getElementChildrenCount]]<br />
*[[getElementData]]<br />
*[[getElementDimension]]<br />
*[[getElementHealth]]<br />
*[[getElementID]]<br />
*[[getElementInterior]]<br />
*[[getElementsByType]]<br />
*[[getElementType]]<br />
*[[getElementParent]]<br />
*[[getElementPosition]]<br />
{{New feature|3|DP3|<br />
*[[getElementRotation]]<br />
}}<br />
*[[getElementVelocity]]<br />
*[[getElementRadius]]<br />
*[[getRootElement]]<br />
*[[isElement]]<br />
*[[isElementLocal]]<br />
*[[isElementStreamable]]<br />
*[[isElementStreamedIn]]<br />
*[[isElementWithinColShape]]<br />
*[[getElementsWithinColShape]]<br />
*[[isElementAttached]]<br />
*[[isElementOnScreen]]<br />
*[[getElementAttachedTo]]<br />
*[[getAttachedElements]]<br />
*[[getElementDistanceFromCentreOfMassToBaseOfModel]]<br />
*[[setElementAlpha]]<br />
*[[setElementCollisionsEnabled]]<br />
*[[setElementData]]<br />
*[[setElementDimension]]<br />
*[[setElementHealth]]<br />
*[[setElementInterior]]<br />
*[[setElementParent]]<br />
*[[setElementPosition]]<br />
{{New feature|3|DP3|<br />
*[[setElementRotation]]<br />
}}<br />
*[[setElementVelocity]]<br />
*[[setElementStreamable]]<br />
*[[attachElementToElement]]<br />
*[[detachElementFromElement]]<br />
*[[getElementByID]]</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=OnClientProjectileCreation&diff=15914OnClientProjectileCreation2008-02-21T21:38:26Z<p>Jax: New page: __NOTOC__ {{Client event}} This event is triggered when a projectile is created. ==Parameters== <syntaxhighlight lang="lua"> element creator </syntaxhighlight> ==Source== The [[event system#Event source|sour...</p>
<hr />
<div>__NOTOC__<br />
{{Client event}}<br />
This event is triggered when a [[projectile]] is created.<br />
<br />
==Parameters==<br />
<syntaxhighlight lang="lua"><br />
element creator<br />
</syntaxhighlight> <br />
<br />
==Source==<br />
The [[event system#Event source|source]] of this event is the [[projectile]] that was created.<br />
<br />
==Example==<br />
<syntaxhighlight lang="lua"><br />
function projectileCreation()<br />
outputChatBox("A projectile was created!")<br />
end<br />
addEventHandler("onClientProjectileCreation", getRootElement(), projectileCreation)<br />
</syntaxhighlight><br />
<br />
==See Also==<br />
===Client projectile events===<br />
{{Client_projectile_events}}</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_projectile_events&diff=15912Template:Client projectile events2008-02-21T21:35:51Z<p>Jax: New page: *onClientProjectileCreation *onClientProjectileDestruction</p>
<hr />
<div>*[[onClientProjectileCreation]]<br />
*[[onClientProjectileDestruction]]</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Client_Scripting_Events&diff=15911Client Scripting Events2008-02-21T21:35:00Z<p>Jax: </p>
<hr />
<div><pageclass class="client"></pageclass><br />
This page lists all '''client-side''' scripting [[event]]s that have been implemented and are available in the Deathmatch mod. To request a function or event, use [[Requested Functions and Events]].<br />
<br />
'''Server-side scripting events can be found here: [[Server Scripting Events]]<br />
<br />
==Colshape events==<br />
{{Client_colshape_events}}<br />
<br />
==Element events==<br />
{{Client_element_events}}<br />
<br />
==GUI events==<br />
{{GUI_events}}<br />
<br />
==Player events==<br />
{{Client_player_events}}<br />
<br />
==Projectile events==<br />
{{Client_projectile_events}}<br />
<br />
==Resource events==<br />
{{Client_resource_events}}<br />
<br />
==Vehicle events==<br />
{{Client_vehicle_events}}<br />
<br />
==Other events==<br />
{{Client_other_events}}<br />
<br />
[[pl:Zdarzenia_po_stronie_klienta]]</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Client_element_functions&diff=15910Template:Client element functions2008-02-21T21:30:46Z<p>Jax: </p>
<hr />
<div>*[[createElement]]<br />
*[[destroyElement]]<br />
*[[getElementBoundingBox]]<br />
*[[getElementChild]]<br />
*[[getElementChildren]]<br />
*[[getElementChildrenCount]]<br />
*[[getElementData]]<br />
*[[getElementDimension]]<br />
*[[getElementHealth]]<br />
*[[getElementID]]<br />
*[[getElementInterior]]<br />
*[[getElementsByType]]<br />
*[[getElementType]]<br />
*[[getElementParent]]<br />
*[[getElementPosition]]<br />
{{New feature|3|DP3|<br />
*[[getElementRotation]]<br />
}}<br />
*[[getElementVelocity]]<br />
*[[getElementRadius]]<br />
*[[getRootElement]]<br />
*[[isElement]]<br />
*[[isElementLocal]]<br />
*[[isElementStreamable]]<br />
*[[isElementStreamedIn]]<br />
*[[isElementWithinColShape]]<br />
*[[getElementsWithinColShape]]<br />
*[[isElementAttached]]<br />
*[[isElementOnScreen]]<br />
*[[getElementAttachedTo]]<br />
*[[getAttachedElements]]<br />
*[[getElementDistanceFromCentreOfMassToBaseOfModel]]<br />
*[[setElementAlpha]]<br />
*[[setElementCollisionsEnabled]]<br />
*[[setElementData]]<br />
*[[setElementDimension]]<br />
*[[setElementHealth]]<br />
*[[setElementInterior]]<br />
*[[setElementParent]]<br />
*[[setElementPosition]]<br />
*[[setElementStreamable]]<br />
*[[setElementVelocity]]<br />
*[[attachElementToElement]]<br />
*[[detachElementFromElement]]<br />
*[[getElementByID]]</div>Jaxhttps://wiki.multitheftauto.com/index.php?title=CreateProjectile&diff=15909CreateProjectile2008-02-21T21:24:08Z<p>Jax: </p>
<hr />
<div>__NOTOC__<br />
This creates a projectile of the specified type on the specified coords.<br />
If certain optional arguments aren't specified, the projectile's characteristics will be retrieved from the weaponType.<br />
<br />
==Usage==<br />
Client-side only.<br />
<br />
==Syntax==<br />
<syntaxhighlight lang="lua"><br />
projectile createProjectile ( element creator, int weaponType, [ float posX, float posY, float posZ, float force = 1.0, element target = nil, float rotX, float rotY, float rotZ, float velX, float velY, float velZ, int model ] )<br />
</syntaxhighlight><br />
<br />
==Required Arguments==<br />
*'''creator:''' The [[element]] representing creator of the projectile. In case you want the projectile to be synced for everybody creator must be [[getLocalPlayer]]().<br />
*'''weaponType:''' [[int]] representing the projectile weaponType (characteristics). Valid IDs are:<br />
{{Projectiles}}<br />
<br />
==Optional Arguments==<br />
{{OptionalArg}}<br />
*'''posX''','''posY''','''posZ''': [[float]] starting coordinates for the projectile. They are coordinates of creator by default.<br />
*'''force''': [[float]] representing the starting force of the projectile.<br />
*'''target''': [[element]] target used for heat seeking rockets.<br />
*'''rotX''','''rotY''','''rotZ''': [[float]] starting rotation for the projectile.<br />
*'''velX''','''velY''','''velZ''': [[float]] starting velocity for the projectile.<br />
*'''model''': Integer representing the projectile's model, uses default model for weaponType if not specified.<br />
<br />
==Returns==<br />
Returns a ''projectile'' element if projectile creation was succesfull. Returns ''false'' if unable to create a projectile (wrong weapon ID or projectiles limit was reached).<br />
<br />
==Example==<br />
This example makes a rocket minigun (minigun shooting with rockets).<br />
<syntaxhighlight lang="lua"><br />
-- This function gets triggered everytime player shoots.<br />
function onClientPlayerWeaponFireFunc(weapon,ammo,ammoInClip,hitX,hitY,hitZ,hitElement)<br />
if source == getLocalPlayer() and weapon == 38 then -- if source is a local player and he uses minigun...<br />
if not createProjectile(getLocalPlayer(),19,getElementPosition(getLocalPlayer()),200) then -- then we either create a projectile...<br />
outputChatBox ( "Rocket minigun overheated! Give it a rest pal!", source ) -- or if projectile limit is reached we output player a chat message<br />
end<br />
end<br />
end<br />
-- Don't forget to add the onClientPlayerWeaponFireFunc function as a handler for onClientPlayerWeaponFire.<br />
addEventHandler("onClientPlayerWeaponFire",getRootElement(),onClientPlayerWeaponFireFunc)<br />
</syntaxhighlight></div>Jaxhttps://wiki.multitheftauto.com/index.php?title=Template:Elements&diff=15908Template:Elements2008-02-21T21:19:47Z<p>Jax: </p>
<hr />
<div>* [[Element/Player|Player]]<br />
* [[Element/Vehicle|Vehicle]]<br />
* [[Element/Object|Object]]<br />
* [[Element/Pickup|Pickup]]<br />
* [[Element/Marker|Marker]]<br />
* [[Element/Collision shape|Collision shape]]<br />
* [[Element/Blip|Blip]]<br />
* [[Element/Radar area|Radar area]]<br />
* [[Element/Projectile|Projectile]]<br />
* [[Element/Team|Team]]<br />
* [[Element/Console|Server console]]<br />
* [[Element/Admin|Remote admin]]<br />
* GUI widgets:<br />
** [[Element/GUI/Button|Button]]<br />
** [[Element/GUI/Checkbox|Checkbox]]<br />
** [[Element/GUI/Edit field|Edit field]]<br />
** [[Element/GUI/Gridlist|Gridlist]]<br />
** [[Element/GUI/Memo|Memo]]<br />
** [[Element/GUI/Progress bar|Progress bar]]<br />
** [[Element/GUI/Radio button|Radio button]]<br />
** [[Element/GUI/Scrollbar|Scrollbar]]<br />
** [[Element/GUI/Scrollpane|Scrollpane]]<br />
** [[Element/GUI/Static image|Static image]]<br />
** [[Element/GUI/Tab panel|Tab panel]]<br />
** [[Element/GUI/Tab|Tab]]<br />
** [[Element/GUI/Text label|Text label]]<br />
** [[Element/GUI/Window|Window]]<br />
* [[Element/TXD|TXD]]<br />
* [[Element/DFF|DFF]]<br />
* [[Element/COL|COL]]</div>Jax