GetVehicleEngineState: Difference between revisions

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__NOTOC__
__NOTOC__
{{Server client function}}
{{Server client function}}
This function returns a vehicle's engine state (on or off).
{{New feature/item|3|1.0||This function returns a vehicle's engine state (on or off).}}
 
==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool getVehicleEngineState ( vehicle theVehicle )
bool getVehicleEngineState ( vehicle theVehicle )
</syntaxhighlight>
</syntaxhighlight>
 
{{OOP||[[vehicle]]:getEngineState|engineState|setVehicleEngineState}}
===Required Arguments===
===Required Arguments===
*'''theVehicle''': The [[vehicle]] you wish to get the engine state of.
*'''theVehicle''': the [[vehicle]] you wish to get the engine state of.


===Returns===
===Returns===
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==See Also==
==See Also==
{{Vehicle functions}}
{{Vehicle functions}}
[[Category:Changes_in_1.0]]

Latest revision as of 18:59, 19 September 2018

This function returns a vehicle's engine state (on or off).

Syntax

bool getVehicleEngineState ( vehicle theVehicle )

OOP Syntax Help! I don't understand this!

Method: vehicle:getEngineState(...)
Variable: .engineState
Counterpart: setVehicleEngineState


Required Arguments

  • theVehicle: the vehicle you wish to get the engine state of.

Returns

Returns true if the vehicle's engine is started, false otherwise.

Example

Click to collapse [-]
Serverside example

This example will switch the vehicle engine state with the command "/switchengine".

function switchEngine ( playerSource )
    local theVehicle = getPedOccupiedVehicle ( playerSource )

    -- Check if the player is in any vehicle and if he is the driver
    if theVehicle and getVehicleController ( theVehicle ) == playerSource then
        local state = getVehicleEngineState ( theVehicle )
        setVehicleEngineState ( theVehicle, not state )
    end
end
addCommandHandler ( "switchengine", switchEngine )

See Also