SetControlState: Difference between revisions

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__NOTOC__  
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Sets a state of a specified player's control, as if they pressed or released it themselves.
Sets a state of a specified player's control, as if they pressed or released it themsef.


==Syntax==  
==Syntax==  
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*'''control:''' The control that you want to set the state of.
*'''control:''' The control that you want to set the state of.
*'''state:''' A boolean value representing whether or not the key will be set to pressed or not.
*'''state:''' A boolean value representing whether or not the key will be set to pressed or not.
===Returns===
Returns 'true' if the control state was successfully set, 'false' otherwise.


==Example==   
==Example==   

Revision as of 21:04, 7 July 2006

Sets a state of a specified player's control, as if they pressed or released it themsef.

Syntax

bool setControlState ( player thePlayer, string control, bool state ) 

Required Arguments

  • thePlayer: The player you wish to set the control state of.
  • control: The control that you want to set the state of.
  • state: A boolean value representing whether or not the key will be set to pressed or not.

Returns

Returns 'true' if the control state was successfully set, 'false' otherwise.

Example

This example will disable the use of the accelerate, brake/reverse and handbrake keys, then force the accelerate on for any player who enters a vehicle.

addEventHandler ( "onPlayerEnterVehicle", root, "onPlayerEnterVehicle" )
function onPlayerEnterVehicle ( theVehicle, seat, jacked )
  toggleControl ( source, "accelerate", false ) -- disable the accelerate key
  toggleControl ( source, "brake_reverse", false ) -- disable the brake_reverse key
  toggleControl ( source, "handbrake", false ) -- disable the handbrake key
  setControlState ( source, "accelerate", true ) -- force the accelerate key on
end

See Also